[Change] What in the world was I thinking with the gui crap?? Large refactoring..

This commit is contained in:
Allanis 2013-02-17 21:56:57 +00:00
parent 2a713437a2
commit 811fc0b92a
10 changed files with 230 additions and 232 deletions

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@ -11,8 +11,8 @@
// bsx - Position of x of sprite b. // bsx - Position of x of sprite b.
// bsy - Position of y of sprite b. // bsy - Position of y of sprite b.
// bp - Position in space 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, int CollideSprite(const glTexture* at, const int asx, const int asy, const Vec2* ap,
const gl_texture* bt, const int bsx, const int bsy, const Vec2* bp) { const glTexture* bt, const int bsx, const int bsy, const Vec2* bp) {
int x,y; int x,y;

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@ -2,6 +2,6 @@
#include "opengl.h" #include "opengl.h"
#include "physics.h" #include "physics.h"
int CollideSprite(const gl_texture* at, const int asx, const int asy, const Vec2* ap, int CollideSprite(const glTexture* at, const int asx, const int asy, const Vec2* ap,
const gl_texture* bt, const int bsx, const int bsy, const Vec2* bp); const glTexture* bt, const int bsx, const int bsy, const Vec2* bp);

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@ -122,7 +122,7 @@ int main(int argc, char** argv) {
WARN("Error initializing AI"); WARN("Error initializing AI");
// Misc openGL init stuff. // 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. gui_init(); // Init the GUI crap.
toolkit_init(); // Init the toolkit. toolkit_init(); // Init the toolkit.
@ -240,6 +240,7 @@ static void render_space(void) {
static double fps = 0.; static double fps = 0.;
static double fps_cur = 0.; static double fps_cur = 0.;
static void display_fps(const double dt) { static void display_fps(const double dt) {
double x, y;
fps_dt += dt; fps_dt += dt;
fps_cur += 1.; fps_cur += 1.;
if(fps_dt > 1.) { if(fps_dt > 1.) {
@ -247,10 +248,11 @@ static void display_fps(const double dt) {
fps = fps_cur / fps_dt; fps = fps_cur / fps_dt;
fps_dt = fps_cur = 0.; 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) 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) { static void data_name(void) {

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@ -19,34 +19,34 @@
#define FONT_DEF "../gfx/fonts/font.ttf" #define FONT_DEF "../gfx/fonts/font.ttf"
// Default colors. // Default colors.
gl_colour cLightGrey = { .r = 0.80, .g = 0.80, .b = 0.80, .a = 1 }; glColour 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 }; glColour 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 }; glColour 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 }; glColour 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 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. // offsets to Adjust the pilot's place onscreen to be in the middle, even with the GUI.
extern double gui_xoff; extern double gui_xoff;
extern double gui_yoff; extern double gui_yoff;
// The screen info, gives data of current opengl settings. // The screen info, gives data of current opengl settings.
gl_info gl_screen; glInfo gl_screen;
// Our precious camera. // Our precious camera.
Vec2* gl_camera; Vec2* gl_camera;
// Default font. // Default font.
gl_font gl_defFont; glFont gl_defFont;
// Misc. // Misc.
static int SDL_VFlipSurface(SDL_Surface* surface); static int SDL_VFlipSurface(SDL_Surface* surface);
static int SDL_IsTrans(SDL_Surface* s, int x, int y); static int SDL_IsTrans(SDL_Surface* s, int x, int y);
static uint8_t* SDL_MapTrans(SDL_Surface* s); static uint8_t* SDL_MapTrans(SDL_Surface* s);
static int pot(int n); static int pot(int n);
// gl_texture. // glTexture.
static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh); static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh);
// Gl font. // 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. // PNG.
int write_png(const char* file_name, png_bytep* rows, int w, int h, int colourtype, int bitdepth); 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. // Load the SDL_Surface to an openGL texture.
gl_texture* gl_loadImage(SDL_Surface* surface) { glTexture* gl_loadImage(SDL_Surface* surface) {
int rw, rh; int rw, rh;
// Set up the texture defaults. // Set up the texture defaults.
gl_texture* texture = MALLOC_L(gl_texture); glTexture* texture = MALLOC_L(glTexture);
texture->w = (double)surface->w; texture->w = (double)surface->w;
texture->h = (double)surface->h; texture->h = (double)surface->h;
texture->sx = 1.; texture->sx = 1.;
@ -269,9 +269,9 @@ gl_texture* gl_loadImage(SDL_Surface* surface) {
} }
// Load the image directly as an opengl texture. // 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; SDL_Surface* tmp, *surface;
gl_texture* t; glTexture* t;
uint8_t* trans = NULL; uint8_t* trans = NULL;
uint32_t filesize; uint32_t filesize;
char* buf = pack_readfile(DATA, (char*)path, &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. // Load the texture immediately, but also set is as a sprite.
gl_texture* gl_newSprite(const char* path, const int sx, const int sy) { glTexture* gl_newSprite(const char* path, const int sx, const int sy) {
gl_texture* texture; glTexture* texture;
if((texture = gl_newImage(path)) == NULL) if((texture = gl_newImage(path)) == NULL)
return NULL; return NULL;
texture->sx = (double)sx; texture->sx = (double)sx;
@ -325,19 +325,19 @@ gl_texture* gl_newSprite(const char* path, const int sx, const int sy) {
} }
// Free the texture. // Free the texture.
void gl_freeTexture(gl_texture* texture) { void gl_freeTexture(glTexture* texture) {
glDeleteTextures(1, &texture->texture); glDeleteTextures(1, &texture->texture);
if(texture->trans) free(texture->trans); if(texture->trans) free(texture->trans);
free(texture); free(texture);
} }
// Return true if pixel at pos (x,y) is transparent. // 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))); 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. // Set x and y to be the appropriate sprite for glTexture using dir.
void gl_getSpriteFromDir(int* x, int* y, const gl_texture* t, const double 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))); int s = (int)(dir / (2.0*M_PI / (t->sy*t->sx)));
// Make sure the sprite is "in range". // 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. // 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. // 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 || 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) 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. // 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); glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix(); // Set up translation matrix. 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! // Print text on screen! YES!!!! Just like printf! But different!
// Defaults ft_font to gl_defFont if NULL. // 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. //float h = ft_font->h / .63; // Slightly increases font size.
char text[256]; char text[256];
va_list ap; 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); glMatrixMode(GL_PROJECTION);
glPushMatrix(); // Translation matrix. 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.); if(c == NULL) glColor4d(1., 1., 1., 1.);
else COLOUR(*c); 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. // 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; int i, n;
char txt[256]; // Holds the string. char txt[256]; // Holds the string.
va_list ap; va_list ap;
@ -485,7 +486,7 @@ int gl_printWidth(const gl_font* ft_font, const char* fmt, ...) {
// ================ // ================
// FONT! // 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_Glyph glyph;
FT_Bitmap bitmap; FT_Bitmap bitmap;
GLubyte* expanded_data; 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); 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; if(font == NULL) font = &gl_defFont;
uint32_t bufsize; 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. // Create each of the font display lists.
unsigned char i; unsigned char i;
for(i = 0; i < 128; 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. // We can now free the face and library.
FT_Done_Face(face); FT_Done_Face(face);
@ -606,7 +607,7 @@ void gl_fontInit(gl_font* font, const char* fname, const unsigned int h) {
free(buf); free(buf);
} }
void gl_freeFont(gl_font* font) { void gl_freeFont(glFont* font) {
if(font == NULL) font = &gl_defFont; if(font == NULL) font = &gl_defFont;
glDeleteLists(font->list_base, 128); glDeleteLists(font->list_base, 128);
glDeleteTextures(128, font->textures); glDeleteTextures(128, font->textures);

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@ -24,21 +24,21 @@ typedef struct {
int fullscreen; // 1 = fullscreen, 0 = windowed. int fullscreen; // 1 = fullscreen, 0 = windowed.
int r, g, b, a; // Framebuffer values in bits. int r, g, b, a; // Framebuffer values in bits.
int doublebuf; // Double buffer. int doublebuf; // Double buffer.
} gl_info; } glInfo;
extern gl_info gl_screen; // Local structure set with gl_init etc. extern glInfo gl_screen; // Local structure set with gl_init etc.
// Colours. // Colours.
typedef struct { typedef struct {
double r, g, b, a; double r, g, b, a;
} gl_colour; } glColour;
#define COLOUR(x) glColor4d((x).r, (x).g, (x).b, (x).a) #define COLOUR(x) glColor4d((x).r, (x).g, (x).b, (x).a)
// Default colors. // Default colors.
extern gl_colour cLightGrey; extern glColour cLightGrey;
extern gl_colour cGrey; extern glColour cGrey;
extern gl_colour cDarkGrey; extern glColour cDarkGrey;
extern gl_colour cGreen; extern glColour cGreen;
extern gl_colour cRed; extern glColour cRed;
// Spritesheet info. // Spritesheet info.
typedef struct { typedef struct {
@ -48,7 +48,7 @@ typedef struct {
double sw, sh; // Size of each sprite. double sw, sh; // Size of each sprite.
GLuint texture; // The opengl texture itself. GLuint texture; // The opengl texture itself.
uint8_t* trans; // Maps the transparency. uint8_t* trans; // Maps the transparency.
} gl_texture; } glTexture;
// Font info. // Font info.
typedef struct { typedef struct {
@ -56,35 +56,36 @@ typedef struct {
int* w; int* w;
GLuint* textures; GLuint* textures;
GLuint list_base; GLuint list_base;
} gl_font; } glFont;
extern gl_font gl_defFont; // Default font. 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 // 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 glFontInit(glFont* font, const char* fname, const unsigned int h);
void gl_freeFont(gl_font* font); void gl_freeFont(glFont* font);
// gl_texute loading/freeing. // gl_texute loading/freeing.
gl_texture* gl_loadImage(SDL_Surface* surface); // Frees the surface. glTexture* gl_loadImage(SDL_Surface* surface); // Frees the surface.
gl_texture* gl_newImage(const char* path); glTexture* gl_newImage(const char* path);
gl_texture* gl_newSprite(const char* path, const int sx, const int sy); glTexture* gl_newSprite(const char* path, const int sx, const int sy);
void gl_freeTexture(gl_texture* texture); void gl_freeTexture(glTexture* texture);
// Rendering. // Rendering.
void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, void gl_blitSprite(const glTexture* sprite, const Vec2* pos,
const int sx, const int sy, const gl_colour* c); 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_bindCamera(const Vec2* pos);
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,
int gl_printWidth(const gl_font* ft_font, const char* fmt, ...); const glColour* c, const char* fmt, ...);
int gl_printWidth(const glFont* ft_font, const char* fmt, ...);
// Initialize/cleanup. // Initialize/cleanup.
int gl_init(void); int gl_init(void);
void gl_exit(void); void gl_exit(void);
// Misc. // Misc.
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);
void gl_getSpriteFromDir(int* x, int* y, const gl_texture* t, const double dir); void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir);
void gl_screenshot(const char* filename); void gl_screenshot(const char* filename);

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@ -31,7 +31,7 @@ typedef struct {
int tech; int tech;
int mass; int mass;
gl_texture gfx_store; // Store graphic. glTexture gfx_store; // Store graphic.
int properties; // Properties stored bitwise. int properties; // Properties stored bitwise.
@ -45,7 +45,7 @@ typedef struct {
double accuracy; // Desviation accuracy. double accuracy; // Desviation accuracy.
double damage_armour, damage_shield; // Damage. double damage_armour, damage_shield; // Damage.
gl_texture* gfx_space; glTexture* gfx_space;
}; };
struct { // Launcher. struct { // Launcher.
//unsigned int delay; // Delay between shots. //unsigned int delay; // Delay between shots.
@ -58,7 +58,7 @@ typedef struct {
unsigned int duration; // Duration. unsigned int duration; // Duration.
//double damage_armour, damage_shield; // Damage. //double damage_armour, damage_shield; // Damage.
//gl_texture* gfx_space; //glTexture* gfx_space;
}; };
}; };
} Outfit; } Outfit;

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@ -40,22 +40,23 @@ extern int pilots;
// -- Colours. // -- Colours.
// Standard colors. // 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. }; glColour 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. }; glColour 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. }; glColour 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 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. }; glColour 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. }; glColour 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_weap = { .r = 0.8, .g = 0.2, .b = 0.2, .a = 1. };
// Bars. // Bars.
gl_colour cShield = { .r = 0.2, .g = 0.2, .b = 0.8, .a = 1. }; glColour 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. }; glColour 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 cEnergy = { .r = 0.2, .g = 0.8, .b = 0.2, .a = 1. };
typedef struct { typedef struct {
double x,y; // Position.
double w,h; // Dimensions. double w,h; // Dimensions.
RadarShape shape; RadarShape shape;
double res; // Resolution. double res; // Resolution.
@ -68,29 +69,27 @@ typedef struct {
#define RADAR_RES_DEFAULT 40. #define RADAR_RES_DEFAULT 40.
typedef struct { typedef struct {
double x,y;
double w,h; double w,h;
} Rect; } Rect;
typedef struct { typedef struct {
// Graphics. // Graphics.
gl_font smallFont; glFont smallFont;
gl_texture* gfx_frame; glTexture* gfx_frame;
gl_texture* gfx_targetPilot, *gfx_targetPlanet; glTexture* gfx_targetPilot, *gfx_targetPlanet;
Radar radar; Radar radar;
Rect nav; Rect nav;
Rect shield, armour, energy; Rect shield, armour, energy;
Rect weapon; Rect weapon;
Rect target_health, target_name, target_faction;
Rect misc; Rect misc;
Rect msg;
// Positions. // Positions.
Vec2 pos_frame; Vec2 frame;
Vec2 pos_radar; Vec2 target;
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;
} GUI; } GUI;
GUI gui; // Le 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 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 int gui_parse(const xmlNodePtr parent, const char* name);
static void gui_renderPilot(const Pilot* p); 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. // Create a new player.
void player_new(void) { void player_new(void) {
@ -213,12 +212,13 @@ void player_message(const char* fmt, ...) {
// Render the player. // Render the player.
void player_render(void) { void player_render(void) {
int i, j; int i, j;
double x, y;
char str[10]; char str[10];
Pilot* p; Pilot* p;
Planet* planet; Planet* planet;
glColour* c;
glFont* f;
Vec2 v; Vec2 v;
gl_colour* c;
gl_font* f;
// Render the player target graphics. // Render the player target graphics.
if(player_target != PLAYER_ID) { if(player_target != PLAYER_ID) {
@ -260,16 +260,16 @@ void player_render(void) {
// GUI! // GUI!
// -- Frame. // -- Frame.
gl_blitStatic(gui.gfx_frame, &gui.pos_frame, NULL); gl_blitStatic(gui.gfx_frame, &gui.frame, NULL);
// -- Radar. // -- Radar.
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPushMatrix(); glPushMatrix();
if(gui.radar.shape == RADAR_RECT) if(gui.radar.shape == RADAR_RECT)
glTranslated(VX(gui.pos_radar) - gl_screen.w/2. + gui.radar.w/2., glTranslated(gui.radar.x - gl_screen.w/2. + gui.radar.w/2.,
VY(gui.pos_radar) - gl_screen.h/2. - gui.radar.h/2., 0.); gui.radar.y - gl_screen.h/2. - gui.radar.h/2., 0.);
else if(gui.radar.shape == RADAR_CIRCLE) else if(gui.radar.shape == RADAR_CIRCLE)
glTranslated(VX(gui.pos_radar) - gl_screen.w/2., glTranslated(gui.radar.x - gl_screen.w/2.,
VY(gui.pos_radar) - gl_screen.h/2., 0.); gui.radar.y - gl_screen.h/2., 0.);
// Planets. // Planets.
COLOUR(cFriend); COLOUR(cFriend);
@ -312,35 +312,36 @@ void player_render(void) {
if(planet_target >= 0) { if(planet_target >= 0) {
// Planet landing target. // Planet landing target.
i = gl_printWidth(NULL, "Land"); 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, gui.nav.x + (gui.nav.w - i)/2.,
gl_print(NULL, &v, &cConsole, "Land"); gui.nav.y - 5, &cConsole, "Land");
i = gl_printWidth(&gui.smallFont, "%s", cur_system->planets[planet_target].name); 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, gui.nav.x + (gui.nav.w - i)/2.,
gl_print(&gui.smallFont, &v, NULL, "%s", cur_system->planets[planet_target].name); gui.nav.y - 10 - gui.smallFont.h, NULL,
"%s", cur_system->planets[planet_target].name);
} }
else if(planet_target == -1) { else if(planet_target == -1) {
// No planet target. // No planet target.
i = gl_printWidth(NULL, "Navigation"); 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, gui.nav.x + (gui.nav.w - i)/2.,
gl_print(NULL, &v, &cConsole, "Navigation"); gui.nav.y - 5, &cConsole, "Navigation");
i = gl_printWidth(&gui.smallFont, "Off"); 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, gui.nav.x + (gui.nav.w - i)/2.,
gl_print(&gui.smallFont, &v, &cGrey, "Off"); gui.nav.y - 10 - gui.smallFont.h, &cGrey, "Off");
} }
// Health // Health
gui_renderBar(&cShield, &gui.pos_shield, &gui.shield, player->shield / player->shield_max); gui_renderBar(&cShield, &gui.shield, player->shield / player->shield_max);
gui_renderBar(&cArmor, &gui.pos_armour, &gui.armour, player->armour / player->armour_max); gui_renderBar(&cArmor, &gui.armour, player->armour / player->armour_max);
gui_renderBar(&cEnergy, &gui.pos_energy, &gui.energy, player->energy / player->energy_max); gui_renderBar(&cEnergy, &gui.energy, player->energy / player->energy_max);
// Weapon. // Weapon.
if(player->secondary == NULL) { if(player->secondary == NULL) {
i = gl_printWidth(NULL, "Secondary"); 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, gui.weapon.x + (gui.weapon.w - i)/2.,
gl_print(NULL, &v, &cConsole, "Secondary"); gui.weapon.y - 5, &cConsole, "Secondary");
i = gl_printWidth(&gui.smallFont, "None"); 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, gui.weapon.x + (gui.weapon.w - i)/2.,
gl_print(&gui.smallFont, &v, &cGrey, "None"); gui.weapon.y - 10 - gl_defFont.h, &cGrey, "None");
} else { } else {
f = &gl_defFont; f = &gl_defFont;
if(player->ammo == NULL) { if(player->ammo == NULL) {
@ -350,9 +351,9 @@ void player_render(void) {
f = &gui.smallFont; f = &gui.smallFont;
i = gl_printWidth(f, "%s", player->secondary->outfit->name); i = gl_printWidth(f, "%s", player->secondary->outfit->name);
} }
vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., gl_print(f, gui.weapon.x + (gui.weapon.w - i)/2.,
VY(gui.pos_weapon) - (gui.weapon.h - f->h)/2.); gui.weapon.y - (gui.weapon.h - f->h)/2.,
gl_print(f, &v, &cConsole, "%s", player->secondary->outfit->name); &cConsole, "%s", player->secondary->outfit->name);
} else { } else {
// Use the ammunitions name. // Use the ammunitions name.
i = gl_printWidth(f, "%s", player->secondary->outfit->name); i = gl_printWidth(f, "%s", player->secondary->outfit->name);
@ -361,15 +362,15 @@ void player_render(void) {
f = &gui.smallFont; f = &gui.smallFont;
i = gl_printWidth(f, "%s", player->ammo->outfit->name); i = gl_printWidth(f, "%s", player->ammo->outfit->name);
} }
vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., gl_print(f, gui.weapon.x + (gui.weapon.w - i)/2.,
VY(gui.pos_weapon) - 5); gui.weapon.y - 5,
gl_print(f, &v, NULL, "%s", player->ammo->outfit->name); &cConsole, "%s", player->ammo->outfit->name);
// Print ammo underneath to the left. // Print ammo underneath to the left.
i = gl_printWidth(&gui.smallFont, "%d", player->ammo->quantity); i = gl_printWidth(&gui.smallFont, "%d", player->ammo->quantity);
vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., gl_print(&gui.smallFont, gui.weapon.x + (gui.weapon.w - i)/2.,
VY(gui.pos_weapon) - 10 - gl_defFont.h); gui.weapon.y - 10 - gl_defFont.h,
gl_print(&gui.smallFont, &v, &cConsole, "%d", player->ammo->quantity); NULL, "%d", player->ammo->quantity);
} }
} }
@ -377,33 +378,38 @@ void player_render(void) {
if(player_target != PLAYER_ID) { if(player_target != PLAYER_ID) {
p = pilot_get(player_target); 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. // Target name.
gl_print(NULL, &gui.pos_target_name, NULL, "%s", p->name); gl_print(NULL, gui.target_name.x, gui.target_name.y,
gl_print(&gui.smallFont, &gui.pos_target_faction, NULL, "%s", p->faction->name); NULL, "%s", p->name);
gl_print(&gui.smallFont, gui.target_faction.x, gui.target_faction.y,
NULL, "%s", p->faction->name);
// Target status. // Target status.
if(pilot_isDisabled(p)) if(pilot_isDisabled(p))
// Disable the pilot. // 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.) else if(p->shield > p->shield_max / 100.)
// On shields. // 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 else
// On armour. // 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 { } else {
// No target. // No target.
i = gl_printWidth(NULL, "No Target"); i = gl_printWidth(NULL, "No Target");
vect_csetmin(&v, VX(gui.pos_target) + (SHIP_TARGET_W - i)/2., VY(gui.pos_target) + gl_print(NULL, gui.target.x + (SHIP_TARGET_W - i)/2.,
(SHIP_TARGET_H - gl_defFont.h)/2.); gui.target.y + (SHIP_TARGET_H - gl_defFont.h)/2.,
gl_print(NULL, &v, &cGrey, "No Target"); &cGrey, "No Target");
} }
// Misc. // Misc.
vect_csetmin(&v, VX(gui.pos_misc) + 10, VY(gui.pos_misc) - 10 - gl_defFont.h); gl_print(NULL, gui.misc.x + 10, gui.misc.y - 10 - gl_defFont.h,
gl_print(NULL, &v, &cConsole, "SCred:"); &cConsole, "SCred:");
if(credits >= 1000000) if(credits >= 1000000)
snprintf(str, 10, "%.2fM", (double)credits / 1000000.); snprintf(str, 10, "%.2fM", (double)credits / 1000000.);
else if(credits >= 1000) else if(credits >= 1000)
@ -411,17 +417,18 @@ void player_render(void) {
else else
snprintf(str, 10, "%d", credits); snprintf(str, 10, "%d", credits);
i = gl_printWidth(&gui.smallFont, "%s", str); 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, gui.misc.x + gui.misc.w - 10 - i,
gl_print(&gui.smallFont, &v, NULL, "%s", str); gui.misc.y - 10 - gl_defFont.h, NULL, "%s", str);
// Messages. // 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++) { 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].str[0] != '\0') {
if(msg_stack[msg_max-i-1].t < SDL_GetTicks()) if(msg_stack[msg_max-i-1].t < SDL_GetTicks())
msg_stack[msg_max-i-1].str[0] = '\0'; 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. // 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; int x, y, sx, sy;
glBegin(GL_QUADS); glBegin(GL_QUADS);
COLOUR(*c); COLOUR(*c);
x = VX(*p) - gl_screen.w/2.; x = r->x - gl_screen.w/2.;
y = VY(*p) - gl_screen.h/2.; y = r->y - gl_screen.h/2.;
sx = w * r->w; sx = w * r->w;
sy = r->h; sy = r->h;
glVertex2d(x, y); glVertex2d(x, y);
@ -492,11 +499,12 @@ int gui_init(void) {
gui.gfx_targetPlanet = NULL; gui.gfx_targetPlanet = NULL;
// Font. // Font.
gl_fontInit(&gui.smallFont, NULL, 10); glFontInit(&gui.smallFont, NULL, 10);
// -- Radar. // -- Radar.
gui.radar.res = RADAR_RES_DEFAULT; gui.radar.res = RADAR_RES_DEFAULT;
// -- messages. // -- messages.
vect_csetmin(&gui.pos_msg, 20,30); gui.msg.x = 20;
gui.msg.y = 30;
msg_stack = calloc(msg_max, sizeof(Msg)); msg_stack = calloc(msg_max, sizeof(Msg));
return 0; return 0;
@ -603,9 +611,10 @@ static void rect_parse(const xmlNodePtr parent, double* x, double* y, double* w,
} }
// Parse a gui node. // 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) { static int gui_parse(const xmlNodePtr parent, const char* name) {
xmlNodePtr cur, node; xmlNodePtr cur, node;
double x, y;
char* tmp, *tmp2; char* tmp, *tmp2;
// Gfx. // Gfx.
@ -633,7 +642,7 @@ static int gui_parse(const xmlNodePtr parent, const char* name) {
free(tmp2); free(tmp2);
// Frame (based on gfx). // Frame (based on gfx).
vect_csetmin(&gui.pos_frame, vect_csetmin(&gui.frame,
gl_screen.w - gui.gfx_frame->w, // x. gl_screen.w - gui.gfx_frame->w, // x.
gl_screen.h - gui.gfx_frame->h); // h. 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; node = parent->children;
do { do {
// Offset. // Offset.
if(xml_isNode(node, "offset")) { if(xml_isNode(node, "offset"))
rect_parse(node, &x, &y, NULL, NULL); rect_parse(node, &gui_xoff, &gui_yoff, NULL, NULL);
gui_xoff = x; // Radar.
gui_yoff = y;
}
else if(xml_isNode(node, "radar")) { else if(xml_isNode(node, "radar")) {
tmp = xml_nodeProp(node,"type"); tmp = xml_nodeProp(node,"type");
// Make sure type is valid. // Make sure type is valid.
@ -659,93 +666,80 @@ static int gui_parse(const xmlNodePtr parent, const char* name) {
// Load the appropriate measurements. // Load the appropriate measurements.
if(gui.radar.shape == RADAR_RECT) 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) else if(gui.radar.shape == RADAR_CIRCLE)
rect_parse(node, &x, &y, &gui.radar.w, NULL); rect_parse(node, &gui.radar.x, &gui.radar.y, &gui.radar.w, NULL);
vect_csetmin(&gui.pos_radar, RELATIVIZE(gui.radar);
VX(gui.pos_frame) + x,
VY(gui.pos_frame) + gui.gfx_frame->h - y);
} }
// Nav computer. // Nav computer.
else if(xml_isNode(node, "nav")) { else if(xml_isNode(node, "nav")) {
rect_parse(node, &x, &y, &gui.nav.w, &gui.nav.h); rect_parse(node, &gui.nav.x, &gui.nav.y, &gui.nav.w, &gui.nav.h);
vect_csetmin(&gui.pos_nav, RELATIVIZE(gui.nav);
VX(gui.pos_frame) + x, gui.nav.y -= gl_defFont.h;
VY(gui.pos_frame) + gui.gfx_frame->h - y - gl_defFont.h);
} }
// Health bars. // Health bars.
else if(xml_isNode(node, "health")) { else if(xml_isNode(node, "health")) {
cur = node->children; cur = node->children;
do { do {
if(xml_isNode(cur, "shield")) { if(xml_isNode(cur, "shield")) {
rect_parse(cur, &x, &y, &gui.shield.w, &gui.shield.h); rect_parse(cur, &gui.shield.x, &gui.shield.y, &gui.shield.w, &gui.shield.h);
vect_csetmin(&gui.pos_shield, RELATIVIZE(gui.shield);
VX(gui.pos_frame) + x,
VY(gui.pos_frame) + gui.gfx_frame->h - y);
} }
if(xml_isNode(cur, "armour")) { if(xml_isNode(cur, "armour")) {
rect_parse(cur, &x, &y, &gui.armour.w, &gui.armour.h); rect_parse(cur, &gui.armour.x, &gui.armour.y, &gui.armour.w, &gui.armour.h);
vect_csetmin(&gui.pos_armour, RELATIVIZE(gui.armour);
VX(gui.pos_frame) + x,
VY(gui.pos_frame) + gui.gfx_frame->h - y);
} }
if(xml_isNode(cur, "energy")) { if(xml_isNode(cur, "energy")) {
rect_parse(cur, &x, &y, &gui.energy.w, &gui.energy.h); rect_parse(cur, &gui.energy.x, &gui.energy.y, &gui.energy.w, &gui.energy.h);
vect_csetmin(&gui.pos_energy, RELATIVIZE(gui.energy);
VX(gui.pos_frame) + x,
VY(gui.pos_frame) + gui.gfx_frame->h - y);
} }
} while((cur = cur->next)); } while((cur = cur->next));
} }
// Secondary weapon. // Secondary weapon.
else if(xml_isNode(node, "weapon")) { else if(xml_isNode(node, "weapon")) {
rect_parse(node, &x, &y, &gui.weapon.w, &gui.weapon.h); rect_parse(node, &gui.weapon.x, &gui.weapon.y, &gui.weapon.w, &gui.weapon.h);
vect_csetmin(&gui.pos_weapon, RELATIVIZE(gui.weapon);
VX(gui.pos_frame) + x, gui.weapon.y -= gl_defFont.h;
VY(gui.pos_frame) + gui.gfx_frame->h - y - gl_defFont.h);
} }
// Target. // Target.
else if(xml_isNode(node, "target")) { else if(xml_isNode(node, "target")) {
cur = node->children; cur = node->children;
do { do {
if(xml_isNode(cur, "gfx")) { if(xml_isNode(cur, "gfx")) {
rect_parse(cur, &x, &y, NULL, NULL); rect_parse(cur, &gui.target.x, &gui.target.y, NULL, NULL);
vect_csetmin(&gui.pos_target, RELATIVIZE(gui.target);
VX(gui.pos_frame) + x, gui.target.y -= SHIP_TARGET_H;
VY(gui.pos_frame) + gui.gfx_frame->h - y - SHIP_TARGET_H);
} }
if(xml_isNode(cur, "name")) { if(xml_isNode(cur, "name")) {
rect_parse(cur, &x, &y, NULL, NULL); rect_parse(cur, &gui.target_name.x, &gui.target_name.y, NULL, NULL);
vect_csetmin(&gui.pos_target_name, RELATIVIZE(gui.target_name);
VX(gui.pos_frame) + x, gui.target_name.y -= gl_defFont.h;
VY(gui.pos_frame) + gui.gfx_frame->h - y - gl_defFont.h);
} }
if(xml_isNode(cur, "faction")) { if(xml_isNode(cur, "faction")) {
rect_parse(cur, &x, &y, NULL, NULL); rect_parse(cur, &gui.target_faction.x, &gui.target_faction.y, NULL, NULL);
vect_csetmin(&gui.pos_target_faction, RELATIVIZE(gui.target_faction);
VX(gui.pos_frame) + x, gui.target_faction.y -= gui.smallFont.h;
VY(gui.pos_frame) + gui.gfx_frame->h - y - gui.smallFont.h);
} }
if(xml_isNode(cur, "health")) { if(xml_isNode(cur, "health")) {
rect_parse(cur, &x, &y, NULL, NULL); rect_parse(cur, &gui.target_health.x, &gui.target_health.y, NULL, NULL);
vect_csetmin(&gui.pos_target_health, RELATIVIZE(gui.target_health);
VX(gui.pos_frame) + x, gui.target_health.y -= gui.smallFont.h;
VY(gui.pos_frame) + gui.gfx_frame->h - y - gui.smallFont.h);
} }
} while((cur = cur->next)); } while((cur = cur->next));
} else if(xml_isNode(node, "misc")) { } else if(xml_isNode(node, "misc")) {
rect_parse(node, &x, &y, &gui.misc.w, &gui.misc.h); rect_parse(node, &gui.misc.x, &gui.misc.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); RELATIVIZE(gui.misc);
} }
} while((node = node->next)); } while((node = node->next));
return 0; return 0;
} }
#undef RELATIVIZE
// Free the GUI. // Free the GUI.
void gui_free(void) { void gui_free(void) {

View File

@ -32,7 +32,7 @@ typedef struct {
double thrust, turn, speed; double thrust, turn, speed;
// Graphics. // Graphics.
gl_texture* gfx_space, *gfx_target; glTexture* gfx_space, *gfx_target;
// GUI interface. // GUI interface.
char* gui; char* gui;

View File

@ -40,7 +40,7 @@ typedef struct {
PlanetClass class; // Planet type. PlanetClass class; // Planet type.
Faction* faction; // Planet faction. Faction* faction; // Planet faction.
gl_texture* gfx_space; // Graphics in space. glTexture* gfx_space; // Graphics in space.
} Planet; } Planet;
// Star systems. // Star systems.

View File

@ -49,7 +49,9 @@ static int mwindows = 0;
static Widget* window_newWidget(const unsigned int wid); static Widget* window_newWidget(const unsigned int wid);
static void widget_cleanup(Widget* widget); static void widget_cleanup(Widget* widget);
// Render.
static void window_render(Window* w); 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 // Add a button that when pressed will trigger call, passing it's name as the
// only parameter. // only parameter.
@ -162,62 +164,29 @@ void window_destroy(unsigned int wid) {
// Render a window. // Render a window.
static void window_render(Window* w) { static void window_render(Window* w) {
int i, j; int i;
double x, y; double x, y;
Widget* wgt;
Vec2 v;
x = w->x - (double)gl_screen.w/2.; x = w->x - (double)gl_screen.w/2.;
y = w->y - (double)gl_screen.h/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. // Window background.
glBegin(GL_TRIANGLE_STRIP); glBegin(GL_QUADS);
COLOUR(cLightGrey); COLOUR(cLightGrey);
glVertex2d(0., 0.); glVertex2d(x, y);
glVertex2d(w->w, 0.); glVertex2d(x + w->w, y);
glVertex2d(0., w->h); glVertex2d(x + w->w, y + w->h);
glVertex2d(w->w, w->h); glVertex2d(x, y + w->h);
glEnd(); glEnd();
glPopMatrix(); // Gl Projection.
// Widgets. // Widgets.
for(i = 0; i < w->nwidgets; i++) { for(i = 0; i < w->nwidgets; i++) {
wgt = &w->widgets[i]; switch(w->widgets[i].type) {
switch(wgt->type) {
case WIDGET_NULL: case WIDGET_NULL:
break; break;
case WIDGET_BUTTON: case WIDGET_BUTTON:
glMatrixMode(GL_PROJECTION); toolkit_renderButton(&w->widgets[i], x, y);
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);
break; break;
case WIDGET_TEXT: case WIDGET_TEXT:
break; 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. // Render the window.
void toolkit_render(void) { void toolkit_render(void) {
int i; int i;