853 lines
26 KiB
C
853 lines
26 KiB
C
#include <malloc.h>
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#include "main.h"
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#include "pilot.h"
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#include "log.h"
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#include "opengl.h"
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#include "pack.h"
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#include "xml.h"
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#include "player.h"
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#define XML_GUI_ID "GUIs" // XML section identifier.
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#define XML_GUI_TAG "gui"
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#define GUI_DATA "../dat/gui.xml"
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#define GUI_GFX "../gfx/gui/"
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#define POW2(x) ((x)*(x))
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#define GFX_GUI_FRAME "../gfx/gui/frame.png"
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#define GFX_GUI_TARG_PILOT "../gfx/gui/pilot.png"
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#define GFX_GUI_TARG_PLANET "../gfx/gui/planet.png"
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#define KEY_PRESS 1.
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#define KEY_RELEASE -1.
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// Keybind structure.
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typedef struct {
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char* name; // Keybinding name, taken from keybindNames[]
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KeybindType type; // type, defined in player.h.
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unsigned int key; // Key/axis/button event number.
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double reverse; // 1. if normal, -1 if reversed, only useful for joystick axis.
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} Keybind;
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static Keybind** player_input; // Contains the players keybindings.
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// Name of each keybinding.
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const char* keybindNames[] = { "accel", "left", "right", "primary", "target",
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"target_nearest", "mapzoomin", "mapzoomout", "end" }; // Need to terminate in "end".
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// Player stuff.
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Pilot* player = NULL; // extern in pilot.h
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unsigned int credits = 0;
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static double player_turn = 0.; // Turn velocity from input.
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static double player_acc = 0.; // Accel velocity from input.
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static int player_primary = 0; // Player is shooting primary weapon.
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static int player_secondary = 0; // layer is shooting secondary weapon.
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static unsigned int player_target = PLAYER_ID; // Targetted pilot.
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static int planet_target = -1; // Targetted planet.
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static int weapon = -1; // Secondary weapon is in use.
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// Pilot stuff for GUI.
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extern Pilot** pilot_stack;
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extern int pilots;
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// GUI crap.
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// -- Colors.
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// Standard colors.
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glColor cConsole = { .r = 0.5, .g = 0.8, .b = 0.5, .a = 1. };
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glColor cInert = { .r = 0.6, .g = 0.6, .b = 0.6, .a = 1. };
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glColor cNeutral = { .r = 0.9, .g = 1.0, .b = 0.3, .a = 1. };
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glColor cFriend = { .r = 0.0, .g = 1.0, .b = 0.0, .a = 1. };
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glColor cHostile = { .r = 0.9, .g = 0.2, .b = 0.2, .a = 1. };
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glColor cRadar_player = { .r = 0.4, .g = 0.8, .b = 0.4, .a = 1. };
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glColor cRadar_targ = { .r = 0.0, .g = 0.7, .b = 1.0, .a = 1. };
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glColor cRadar_weap = { .r = 0.8, .g = 0.2, .b = 0.2, .a = 1. };
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// Bars.
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glColor cShield = { .r = 0.2, .g = 0.2, .b = 0.8, .a = 1. };
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glColor cArmor = { .r = 0.5, .g = 0.5, .b = 0.5, .a = 1. };
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glColor cEnergy = { .r = 0.2, .g = 0.8, .b = 0.2, .a = 1. };
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typedef struct {
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double w,h; // Dimensions.
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RadarShape shape;
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double res; // Resolution.
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} Radar;
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// Radar res.
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#define RADAR_RES_MAX 100.
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#define RADAR_RES_MIN 10.
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#define RADAR_RES_INTERVAL 10.
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#define RADAR_RES_DEFAULT 40.
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typedef struct {
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double w,h;
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} Rect;
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typedef struct {
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// Graphics.
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gl_font smallFont;
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gl_texture* gfx_frame;
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gl_texture* gfx_targetPilot, *gfx_targetPlanet;
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Radar radar;
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Rect nav;
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Rect shield, armor, energy;
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Rect weapon;
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Rect misc;
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// Positions.
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Vec2 pos_frame;
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Vec2 pos_radar;
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Vec2 pos_nav;
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Vec2 pos_shield, pos_armor, pos_energy;
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Vec2 pos_weapon;
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Vec2 pos_target, pos_target_health, pos_target_name, pos_target_faction;
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Vec2 pos_misc;
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Vec2 pos_msg;
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} GUI;
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GUI gui; // Le Gui!
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double gui_xoff = 0.;
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double gui_yoff = 0.;
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// Messages.
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#define MSG_SIZE_MAX 80
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int msg_timeout = 5000;
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int msg_max = 5; // Max messages on screen.
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typedef struct {
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char str[MSG_SIZE_MAX];
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unsigned int t;
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} Msg;
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static Msg* msg_stack;
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// External.
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extern void pilot_render(const Pilot* pilot); // Extern is in Pilot.*
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extern void weapon_minimap(const double res, const double w, const double h, const RadarShape shape); // weapon.c
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extern void planets_minimap(const double res, const double w, const double h, const RadarShape shape); // space.c
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// Internal.
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static void rect_parse(const xmlNodePtr parent, double* x, double* y, double* w, double* h);
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static int gui_parse(const xmlNodePtr parent, const char* name);
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static void gui_renderPilot(const Pilot* p);
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static void gui_renderBar(const glColor* c, const Vec2* p, const Rect* r, const double w);
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void player_message(const char* fmt, ...) {
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va_list ap;
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int i;
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if(fmt == NULL) return; // Message not valid.
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// Copy old messages back.
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for(i = 1; i < msg_max; i++)
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if(msg_stack[msg_max-i-1].str[0] != '\0') {
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strcpy(msg_stack[msg_max-i].str, msg_stack[msg_max-i-1].str);
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msg_stack[msg_max-i].t = msg_stack[msg_max-i-1].t;
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}
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// Add the new one.
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va_start(ap, fmt);
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vsprintf(msg_stack[0].str, fmt, ap);
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va_end(ap);
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msg_stack[0].t = SDL_GetTicks() + msg_timeout;
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}
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// Render the player.
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void player_render(void) {
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int i, j;
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char str[10];
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Pilot* p;
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Vec2 v;
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glColor* c;
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// Render the player target graphics.
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if(player_target != PLAYER_ID) {
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p = pilot_get(player_target);
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if(pilot_isFlag(p, PILOT_HOSTILE)) c = &cHostile;
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else c = &cNeutral;
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vect_csetmin(&v, VX(p->solid->pos) - p->ship->gfx_space->sw * PILOT_SIZE_APROX/2.,
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VY(p->solid->pos) + p->ship->gfx_space->sh * PILOT_SIZE_APROX/2.);
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gl_blitSprite(gui.gfx_targetPilot, &v, 0, 0, c); // Top left.
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VX(v) += p->ship->gfx_space->sw * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, &v, 1, 0, c); // Top right.
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VY(v) -= p->ship->gfx_space->sh * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, &v, 1, 1, c); // Bottom right.
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VX(v) -= p->ship->gfx_space->sw * PILOT_SIZE_APROX;
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gl_blitSprite(gui.gfx_targetPilot, &v, 0, 1, c); // Bottom left.
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}
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// Render the player.
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pilot_render(player);
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// GUI!
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// -- Frame.
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gl_blitStatic(gui.gfx_frame, &gui.pos_frame, NULL);
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// -- Radar.
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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if(gui.radar.shape == RADAR_RECT)
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glTranslated(VX(gui.pos_radar) - gl_screen.w/2. + gui.radar.w/2.,
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VY(gui.pos_radar) - gl_screen.h/2. - gui.radar.h/2., 0.);
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else if(gui.radar.shape == RADAR_CIRCLE)
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glTranslated(VX(gui.pos_radar) - gl_screen.w/2.,
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VY(gui.pos_radar) - gl_screen.h/2., 0.);
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// Planets.
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COLOR(cFriend);
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planets_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape);
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// Weapons.
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glBegin(GL_POINTS);
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COLOR(cRadar_weap);
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weapon_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape);
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glEnd();
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// Render the pilots.
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for(j = 0, i = 1; i < pilots; i++) {
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// Skip the player.
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if(pilot_stack[i]->id == player_target) j = i;
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else gui_renderPilot(pilot_stack[i]);
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}
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// Render the targetted pilot.
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if(j != 0) gui_renderPilot(pilot_stack[j]);
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// Player.
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glBegin(GL_POINTS);
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// Player. -- Drawn last.
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COLOR(cRadar_player);
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glVertex2d( 0., 2. ); // We represent the player with a small '+'
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glVertex2d( 0., 1. );
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glVertex2d( 0., 0. );
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glVertex2d( 0., -1. );
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glVertex2d( 0., -2. );
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glVertex2d( 2., 0. );
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glVertex2d( 1., 0. );
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glVertex2d( -1., 0. );
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glVertex2d( -2., 0. );
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glEnd();
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glPopMatrix(); // GL_PROJECTION.
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// Nav.
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if(planet_target != -1) {
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} else {
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i = gl_printWidth(NULL, "NAV");
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vect_csetmin(&v, VX(gui.pos_nav) + (gui.nav.w - i)/2., VY(gui.pos_nav) - 5);
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gl_print(NULL, &v, &cConsole, "NAV");
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i = gl_printWidth(&gui.smallFont, "No Target");
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vect_csetmin(&v, VX(gui.pos_nav) + (gui.nav.w - i)/2., VY(gui.pos_nav) - 10 - gui.smallFont.h);
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gl_print(&gui.smallFont, &v, &cGrey, "No Target");
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}
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// Health
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gui_renderBar(&cShield, &gui.pos_shield, &gui.shield, player->shield / player->shield_max);
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gui_renderBar(&cArmor, &gui.pos_armor, &gui.armor, player->armor / player->armor_max);
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gui_renderBar(&cEnergy, &gui.pos_energy, &gui.energy, player->energy / player->energy_max);
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// Weapon.
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if(weapon == -1) {
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i = gl_printWidth(NULL, "Secondary");
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vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., VY(gui.pos_weapon) - 5);
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gl_print(NULL, &v, &cConsole, "Secondary");
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i = gl_printWidth(&gui.smallFont, "None");
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vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., VY(gui.pos_weapon) - 10 - gl_defFont.h);
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gl_print(&gui.smallFont, &v, &cGrey, "None");
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} else {
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}
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// Target.
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if(player_target != PLAYER_ID) {
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p = pilot_get(player_target);
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gl_blitStatic(p->ship->gfx_target, &gui.pos_target, NULL);
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// Target name.
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gl_print(NULL, &gui.pos_target_name, NULL, "%s", p->name);
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gl_print(&gui.smallFont, &gui.pos_target_faction, NULL, "%s", p->faction->name);
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// Target status.
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if(p->armor < p->armor_max * PILOT_DISABLED)
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// Disable the pilot.
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gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "Disabled");
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else if(p->shield > p->shield_max / 100.)
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// On shields.
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gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.);
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else
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// On armor.
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gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Armor", p->armor/p->armor_max*100.);
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} else {
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// No target.
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i = gl_printWidth(NULL, "No Target");
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vect_csetmin(&v, VX(gui.pos_target) + (SHIP_TARGET_W - i)/2., VY(gui.pos_target) +
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(SHIP_TARGET_H - gl_defFont.h)/2.);
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gl_print(NULL, &v, &cGrey, "No Target");
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}
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// Misc.
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vect_csetmin(&v, VX(gui.pos_misc) + 10, VY(gui.pos_misc) - 10 - gl_defFont.h);
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gl_print(NULL, &v, &cConsole, "SCred:");
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if(credits >= 1000000)
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snprintf(str, 10, "%.2fM", (double)credits / 1000000.);
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else if(credits >= 1000)
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snprintf(str, 10, "%.2fK", (double) credits / 1000.);
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else
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snprintf(str, 10, "%d", credits);
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i = gl_printWidth(&gui.smallFont, "%s", str);
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vect_csetmin(&v, VX(gui.pos_misc) + gui.misc.w - 10 - i, VY(gui.pos_misc) - 10 - gl_defFont.h);
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gl_print(&gui.smallFont, &v, NULL, "%s", str);
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// Messages.
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vect_csetmin(&v, VX(gui.pos_msg), VY(gui.pos_msg) + (double)(gl_defFont.h*msg_max)*1.2);
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for(i = 0; i < msg_max; i++) {
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VY(v) -= (double)gl_defFont.h*1.2;
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if(msg_stack[msg_max-i-1].str[0] != '\0') {
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if(msg_stack[msg_max-i-1].t < SDL_GetTicks())
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msg_stack[msg_max-i-1].str[0] = '\0';
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else gl_print(NULL, &v, NULL, "%s", msg_stack[msg_max-i-1].str);
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}
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}
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}
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// Renders a pilot.
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static void gui_renderPilot(const Pilot* p) {
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int x, y, sx, sy;
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double w, h;
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x = (p->solid->pos.x - player->solid->pos.x) / gui.radar.res;
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y = (p->solid->pos.y - player->solid->pos.y) / gui.radar.res;
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sx = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sw / gui.radar.res;
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sy = PILOT_SIZE_APROX/2. * p->ship->gfx_space->sh / gui.radar.res;
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if(sx < 1.) sx = 1.;
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if(sy < 1.) sy = 1.;
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if(((gui.radar.shape == RADAR_RECT) && ((ABS(x) > gui.radar.w/2.+sx)
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|| (ABS(y) > gui.radar.h/2.+sy))) || ((gui.radar.shape == RADAR_CIRCLE) &&
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((x*x + y*y) > (int)(gui.radar.w*gui.radar.w))))
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return; // Pilot isn't in range.
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if(gui.radar.shape == RADAR_RECT) {
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w = gui.radar.w/2.;
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h = gui.radar.h/2.;
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}
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else if(gui.radar.shape == RADAR_CIRCLE) {
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w = gui.radar.w;
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h = gui.radar.w;
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}
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glBegin(GL_QUADS);
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// Colors.
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if(p->id == player_target) COLOR(cRadar_targ);
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else if(pilot_isFlag(p, PILOT_HOSTILE)) COLOR(cHostile);
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else COLOR(cNeutral);
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// Image.
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glVertex2d(MAX(x-sx, -w), MIN(y+sy, h)); // Top left.
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glVertex2d(MIN(x+sx, w), MIN(y+sy, h)); // Top right.
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glVertex2d(MIN(x+sx, w), MAX(y-sy, -h)); // Bottom right.
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glVertex2d(MAX(x-sx, -w), MAX(y-sy, -h)); // Bottom left.
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glEnd();
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}
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// Render a bar.
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static void gui_renderBar(const glColor* c, const Vec2* p, const Rect* r, const double w) {
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int x, y, sx, sy;
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glBegin(GL_QUADS);
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COLOR(*c);
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x = VX(*p) - gl_screen.w/2.;
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y = VY(*p) - gl_screen.h/2.;
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sx = w * r->w;
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sy = r->h;
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glVertex2d(x, y);
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glVertex2d(x+sx, y);
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glVertex2d(x+sx, y-sy);
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glVertex2d(x, y-sy);
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glEnd();
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}
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// Init GUI.
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int gui_init(void) {
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// Set graphics to NULL.
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gui.gfx_frame = NULL;
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gui.gfx_targetPilot = NULL;
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gui.gfx_targetPlanet = NULL;
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// Font.
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gl_fontInit(&gui.smallFont, NULL, 10);
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// -- Radar.
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gui.radar.res = RADAR_RES_DEFAULT;
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// -- messages.
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vect_csetmin(&gui.pos_msg, 20,30);
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msg_stack = calloc(msg_max, sizeof(Msg));
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return 0;
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}
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// Attempts to load the actual gui.
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int gui_load(const char* name) {
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uint32_t bufsize;
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char* buf = pack_readfile(DATA, GUI_DATA, &bufsize);
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char* tmp;
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int found = 0;
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xmlNodePtr node;
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xmlDocPtr doc = xmlParseMemory(buf, bufsize);
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node = doc->xmlChildrenNode;
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if(!xml_isNode(node, XML_GUI_ID)) {
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ERR("Malformed '"GUI_DATA"' file: missing root element '"XML_GUI_ID"'");
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return -1;
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}
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node = node->xmlChildrenNode; // First system node.
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if(node == NULL) {
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ERR("Malformed '"GUI_DATA"' file: does not contain elements");
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return -1;
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}
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do {
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if(xml_isNode(node, XML_GUI_TAG)) {
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tmp = xml_nodeProp(node, "name"); // Mallocs.
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// Is this the gui we are looking for?
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if(strcmp(tmp, name)==0) {
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found = 1;
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// Parse the xml node.
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if(gui_parse(node, name)) WARN("Trouble loading GUI '%s'", name);
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free(tmp);
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break;
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}
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free(tmp);
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}
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} while((node = node->next));
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xmlFreeDoc(doc);
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free(buf);
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xmlCleanupParser();
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if(!found) {
|
|
WARN("GUI '%s' not found in '"GUI_DATA"'",name);
|
|
return -1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void rect_parse(const xmlNodePtr parent, double* x, double* y, double* w, double* h) {
|
|
xmlNodePtr cur;
|
|
int param;
|
|
|
|
param = 0;
|
|
|
|
cur = parent->children;
|
|
|
|
do {
|
|
if(xml_isNode(cur, "x")) {
|
|
if(x != NULL) {
|
|
*x = (double)atoi((char*)cur->children->content);
|
|
param |= (1<<0);
|
|
} else
|
|
WARN("Extra parameter 'x' found for GUI node '%s'", parent->name);
|
|
}
|
|
else if(xml_isNode(cur, "y")) {
|
|
if(y != NULL) {
|
|
*y = (double)atoi((char*)cur->children->content);
|
|
param |= (1<<1);
|
|
} else
|
|
WARN("Extra parameter 'y' found for GUI node '%s'", parent->name);
|
|
}
|
|
else if(xml_isNode(cur, "w")) {
|
|
if(w != NULL) {
|
|
*w = (double)atoi((char*)cur->children->content);
|
|
param |= (1<<2);
|
|
} else
|
|
WARN("Extra parameter 'w' found for GUI node '%s'", parent->name);
|
|
}
|
|
else if(xml_isNode(cur, "h")) {
|
|
if(h != NULL) {
|
|
*h = (double)atoi((char*)cur->children->content);
|
|
param |= (1<<3);
|
|
} else
|
|
WARN("Extra parameter 'h' found for GUI node '%s'", parent->name);
|
|
}
|
|
} while((cur = cur->next));
|
|
|
|
// Check to see if we got everything we asked for.
|
|
if(x && !(param & (1<<0)))
|
|
WARN("Missing parameter 'x' for GUI node '%s'", parent->name);
|
|
else if(y && !(param & (1<<1)))
|
|
WARN("Missing parameter 'y' for GUI node '%s'", parent->name);
|
|
else if(w && !(param & (1<<2)))
|
|
WARN("Missing parameter 'w' for GUI node '%s'", parent->name);
|
|
else if(h && !(param & (1<<3)))
|
|
WARN("Missing parameter 'h' for GUI node '%s'", parent->name);
|
|
}
|
|
|
|
// Parse a gui node.
|
|
static int gui_parse(const xmlNodePtr parent, const char* name) {
|
|
xmlNodePtr cur, node;
|
|
double x, y;
|
|
char* tmp, *tmp2;
|
|
|
|
// Gfx.
|
|
// Set a property and not a node because it must be loaded first.
|
|
tmp2 = xml_nodeProp(parent, "gfx");
|
|
if(tmp2 == NULL) {
|
|
ERR("GUI '%s' has no gfx property", name);
|
|
return -1;
|
|
}
|
|
// Load gfx.
|
|
tmp = malloc((strlen(tmp2)+strlen(GUI_GFX)+12) * sizeof(char));
|
|
// Frame.
|
|
snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+5, GUI_GFX"%s.png", tmp2);
|
|
if(gui.gfx_frame) gl_freeTexture(gui.gfx_frame); // Free if needed.
|
|
gui.gfx_frame = gl_newImage(tmp);
|
|
// Pilot.
|
|
snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+11, GUI_GFX"%s_pilot.png", tmp2);
|
|
if(gui.gfx_targetPilot) gl_freeTexture(gui.gfx_targetPilot); // Free if needed.
|
|
gui.gfx_targetPilot = gl_newSprite(tmp, 2, 2);
|
|
// Planet.
|
|
snprintf(tmp, strlen(tmp2)+strlen(GUI_GFX)+12, GUI_GFX"%s_planet.png", tmp2);
|
|
if(gui.gfx_targetPlanet) gl_freeTexture(gui.gfx_targetPlanet); // Free if needed.
|
|
gui.gfx_targetPlanet = gl_newSprite(tmp, 2, 2);
|
|
free(tmp);
|
|
free(tmp2);
|
|
|
|
// Frame (based on gfx).
|
|
vect_csetmin(&gui.pos_frame,
|
|
gl_screen.w - gui.gfx_frame->w, // x.
|
|
gl_screen.h - gui.gfx_frame->h); // h.
|
|
|
|
// Let's parse the data now.
|
|
node = parent->children;
|
|
do {
|
|
// Offset.
|
|
if(xml_isNode(node, "offset")) {
|
|
rect_parse(node, &x, &y, NULL, NULL);
|
|
gui_xoff = x;
|
|
gui_yoff = y;
|
|
}
|
|
else if(xml_isNode(node, "radar")) {
|
|
tmp = xml_nodeProp(node,"type");
|
|
// Make sure type is valid.
|
|
if(strcmp(tmp, "rectangle")==0) gui.radar.shape = RADAR_RECT;
|
|
else if(strcmp(tmp, "circle")==0) gui.radar.shape = RADAR_CIRCLE;
|
|
else {
|
|
WARN("Radar for GUI '%s' is missing 'type' tag or has invalid 'type' tag", name);
|
|
gui.radar.shape = RADAR_RECT;
|
|
}
|
|
free(tmp);
|
|
|
|
// Load the appropriate measurements.
|
|
if(gui.radar.shape == RADAR_RECT)
|
|
rect_parse(node, &x, &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);
|
|
}
|
|
// 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);
|
|
}
|
|
// 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);
|
|
}
|
|
|
|
if(xml_isNode(cur, "armor")) {
|
|
rect_parse(cur, &x, &y, &gui.armor.w, &gui.armor.h);
|
|
vect_csetmin(&gui.pos_armor,
|
|
VX(gui.pos_frame) + x,
|
|
VY(gui.pos_frame) + gui.gfx_frame->h - y);
|
|
}
|
|
|
|
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);
|
|
}
|
|
} 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);
|
|
}
|
|
// 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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
} 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);
|
|
}
|
|
} while((node = node->next));
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Free the GUI.
|
|
void gui_free(void) {
|
|
gl_freeFont(&gui.smallFont);
|
|
|
|
gl_freeTexture(gui.gfx_frame);
|
|
gl_freeTexture(gui.gfx_targetPilot);
|
|
gl_freeTexture(gui.gfx_targetPlanet);
|
|
|
|
free(msg_stack);
|
|
}
|
|
|
|
// Used in pilot.c
|
|
// Basically uses keyboard input instead of AI input.
|
|
void player_think(Pilot* player) {
|
|
player->solid->dir_vel = 0.;
|
|
if(player_turn)
|
|
player->solid->dir_vel -= player->ship->turn * player_turn;
|
|
|
|
if(player_primary) pilot_shoot(player, 0);
|
|
|
|
vect_pset(&player->solid->force, player->ship->thrust * player_acc, player->solid->dir);
|
|
}
|
|
|
|
// ================
|
|
// INPUT!
|
|
// ================
|
|
|
|
// Set the default input keys.
|
|
void input_setDefault(void) {
|
|
input_setKeybind("accel", KEYBIND_KEYBOARD, SDLK_w, 0);
|
|
input_setKeybind("left", KEYBIND_KEYBOARD, SDLK_a, 0);
|
|
input_setKeybind("right", KEYBIND_KEYBOARD, SDLK_d, 0);
|
|
input_setKeybind("primary", KEYBIND_KEYBOARD, SDLK_SPACE, 0);
|
|
input_setKeybind("target", KEYBIND_KEYBOARD, SDLK_TAB, 0);
|
|
input_setKeybind("target_nearest", KEYBIND_KEYBOARD, SDLK_r, 0);
|
|
input_setKeybind("mapzoomin", KEYBIND_KEYBOARD, SDLK_UP, 0);
|
|
input_setKeybind("mapzoomout", KEYBIND_KEYBOARD, SDLK_DOWN, 0);
|
|
}
|
|
|
|
// Initialization/exit functions (does not assign keys).
|
|
void input_init(void) {
|
|
Keybind* tmp;
|
|
int i;
|
|
for(i = 0; strcmp(keybindNames[i], "end"); i++); // Get number of bindings.
|
|
player_input = malloc(i*sizeof(Keybind*));
|
|
|
|
// Create a null keybinding for each.
|
|
for(i = 0; strcmp(keybindNames[i], "end"); i++) {
|
|
tmp = MALLOC_L(Keybind);
|
|
tmp->name = (char*)keybindNames[i];
|
|
tmp->type = KEYBIND_NULL;
|
|
tmp->key = 0;
|
|
tmp->reverse = 1.;
|
|
player_input[i] = tmp;
|
|
}
|
|
}
|
|
|
|
void input_exit(void) {
|
|
int i;
|
|
for(i = 0; strcmp(keybindNames[i], "end"); i++)
|
|
free(player_input[i]);
|
|
free(player_input);
|
|
}
|
|
|
|
// Binds key of type [type] to action keybind.
|
|
void input_setKeybind(char* keybind, KeybindType type, int key, int reverse) {
|
|
int i;
|
|
for(i = 0; strcmp(keybindNames[i], "end"); i++)
|
|
if(strcmp(keybind, player_input[i]->name)==0) {
|
|
player_input[i]->type = type;
|
|
player_input[i]->key = key;
|
|
player_input[i]->reverse = reverse ? -1. : 1.;
|
|
return;
|
|
}
|
|
WARN("Unable to set keybind '%s', That command does not exist.", keybind);
|
|
}
|
|
|
|
// == Run input method. ================================================
|
|
// keynum : Index of the player_input keybind.
|
|
// value : Value of keypress (defined above).
|
|
// abs : Whether or not it's an abs value (For those pesky joysticks.
|
|
// =====================================================================
|
|
static void input_key(int keynum, double value, int abs) {
|
|
if(strcmp(player_input[keynum]->name, "accel")==0) {
|
|
if(abs)player_acc = value;
|
|
else player_acc += value;
|
|
}
|
|
else if(strcmp(player_input[keynum]->name, "left")==0) {
|
|
if(abs)player_turn = -value;
|
|
else player_turn -= value;
|
|
}
|
|
else if(strcmp(player_input[keynum]->name, "right")==0) {
|
|
if(abs) player_turn = value;
|
|
else player_turn += value;
|
|
}
|
|
// Shoot primary weapon. BOOM BOOM.
|
|
else if(strcmp(player_input[keynum]->name, "primary")==0) {
|
|
if(value == KEY_PRESS) player_primary = 1;
|
|
else if(value == KEY_RELEASE) player_primary = 0;
|
|
}
|
|
// Targetting.
|
|
else if(strcmp(player_input[keynum]->name, "target")==0) {
|
|
if(value == KEY_PRESS) player_target = pilot_getNext(player_target);
|
|
}
|
|
else if(strcmp(player_input[keynum]->name, "target_nearest")==0) {
|
|
if(value == KEY_PRESS) player_target = pilot_getHostile();
|
|
}
|
|
// Zoom in.
|
|
else if(strcmp(player_input[keynum]->name, "mapzoomin")==0) {
|
|
if(value == KEY_PRESS && gui.radar.res < RADAR_RES_MAX)
|
|
gui.radar.res += RADAR_RES_INTERVAL;
|
|
}
|
|
// Zoom out.
|
|
else if(strcmp(player_input[keynum]->name, "mapzoomout")==0) {
|
|
if(value == KEY_PRESS && gui.radar.res > RADAR_RES_MIN)
|
|
gui.radar.res -= RADAR_RES_INTERVAL;
|
|
}
|
|
|
|
//Make sure values are sane.
|
|
player_acc = ABS(player_acc);
|
|
if(player_acc > 1.) player_acc = 1.;
|
|
if(player_turn > 1.) player_turn = 1.;
|
|
else if(player_turn < -1.) player_turn = -1.;
|
|
}
|
|
|
|
// --Events--
|
|
|
|
static void input_joyaxis(const unsigned int axis, const int value);
|
|
static void input_joydown(const unsigned int button);
|
|
static void input_joyup(const unsigned int button);
|
|
static void input_keydown(SDLKey key);
|
|
static void input_keyup(SDLKey key);
|
|
|
|
// Joystick.
|
|
|
|
// Axis.
|
|
static void input_joyaxis(const unsigned int axis, const int value) {
|
|
int i;
|
|
for(i = 0; strcmp(keybindNames[i], "end"); i++)
|
|
if(player_input[i]->type == KEYBIND_JAXIS && player_input[i]->key == axis) {
|
|
input_key(i, -(player_input[i]->reverse) * (double)value / 32767., 1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Joystick button down.
|
|
static void input_joydown(const unsigned int button) {
|
|
int i;
|
|
for(i = 0; strcmp(keybindNames[i], "end");i++)
|
|
if(player_input[i]->type == KEYBIND_JBUTTON && player_input[i]->key == button) {
|
|
input_key(i, KEY_RELEASE, 0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Joystick button up.
|
|
static void input_joyup(const unsigned int button) {
|
|
int i;
|
|
for(i = 0; strcmp(keybindNames[i], "end"); i++)
|
|
if(player_input[i]->type == KEYBIND_JBUTTON && player_input[i]->key == button) {
|
|
input_key(i, KEY_RELEASE, 0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Keyboard.
|
|
|
|
// Key down.
|
|
static void input_keydown(SDLKey key) {
|
|
int i;
|
|
for(i = 0; strcmp(keybindNames[i], "end"); i++)
|
|
if(player_input[i]->type == KEYBIND_KEYBOARD && player_input[i]->key == key) {
|
|
input_key(i, KEY_PRESS, 0);
|
|
return;
|
|
}
|
|
|
|
// Fire Escape.
|
|
SDL_Event quit;
|
|
if(key == SDLK_ESCAPE) {
|
|
quit.type = SDL_QUIT;
|
|
SDL_PushEvent(&quit);
|
|
}
|
|
}
|
|
|
|
// Key up.
|
|
static void input_keyup(SDLKey key) {
|
|
int i;
|
|
for(i = 0; strcmp(keybindNames[i], "end"); i++)
|
|
if(player_input[i]->type == KEYBIND_KEYBOARD && player_input[i]->key == key) {
|
|
input_key(i, KEY_RELEASE, 0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Global input.
|
|
|
|
// Just seperates the event types.
|
|
void input_handle(SDL_Event* event) {
|
|
switch(event->type) {
|
|
case SDL_JOYAXISMOTION:
|
|
input_joyaxis(event->jaxis.axis, event->jaxis.value);
|
|
break;
|
|
case SDL_JOYBUTTONDOWN:
|
|
input_joydown(event->jbutton.button);
|
|
break;
|
|
case SDL_JOYBUTTONUP:
|
|
input_joyup(event->jbutton.button);
|
|
break;
|
|
case SDL_KEYDOWN:
|
|
input_keydown(event->key.keysym.sym);
|
|
break;
|
|
case SDL_KEYUP:
|
|
input_keyup(event->key.keysym.sym);
|
|
break;
|
|
}
|
|
}
|
|
|