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DevTest: Fix broken PNG textures
[dragonfireclient.git] / src / client / gameui.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2018 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21 #include "gameui.h"
22 #include <irrlicht_changes/static_text.h>
23 #include <gettext.h>
24 #include "gui/mainmenumanager.h"
25 #include "gui/guiChatConsole.h"
26 #include "util/pointedthing.h"
27 #include "client.h"
28 #include "clientmap.h"
29 #include "fontengine.h"
30 #include "nodedef.h"
31 #include "profiler.h"
32 #include "renderingengine.h"
33 #include "version.h"
34
35 inline static const char *yawToDirectionString(int yaw)
36 {
37         static const char *direction[4] =
38                 {"North +Z", "West -X", "South -Z", "East +X"};
39
40         yaw = wrapDegrees_0_360(yaw);
41         yaw = (yaw + 45) % 360 / 90;
42
43         return direction[yaw];
44 }
45
46 GameUI::GameUI()
47 {
48         if (guienv && guienv->getSkin())
49                 m_statustext_initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
50         else
51                 m_statustext_initial_color = video::SColor(255, 0, 0, 0);
52
53 }
54 void GameUI::init()
55 {
56         // First line of debug text
57         m_guitext = gui::StaticText::add(guienv, utf8_to_wide(PROJECT_NAME_C).c_str(),
58                 core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
59
60         // Second line of debug text
61         m_guitext2 = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0), false,
62                 false, guiroot);
63
64         // Chat text
65         m_guitext_chat = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0),
66                 //false, false); // Disable word wrap as of now
67                 false, true, guiroot);
68         u16 chat_font_size = g_settings->getU16("chat_font_size");
69         if (chat_font_size != 0) {
70                 m_guitext_chat->setOverrideFont(g_fontengine->getFont(
71                         chat_font_size, FM_Unspecified));
72         }
73
74
75         // Infotext of nodes and objects.
76         // If in debug mode, object debug infos shown here, too.
77         // Located on the left on the screen, below chat.
78         u32 chat_font_height = m_guitext_chat->getActiveFont()->getDimension(L"Ay").Height;
79         m_guitext_info = gui::StaticText::add(guienv, L"",
80                 // Size is limited; text will be truncated after 6 lines.
81                 core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 6) +
82                         v2s32(100, chat_font_height *
83                         (g_settings->getU16("recent_chat_messages") + 3)),
84                         false, true, guiroot);
85
86         // Status text (displays info when showing and hiding GUI stuff, etc.)
87         m_guitext_status = gui::StaticText::add(guienv, L"<Status>",
88                 core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
89         m_guitext_status->setVisible(false);
90
91         // Profiler text (size is updated when text is updated)
92         m_guitext_profiler = gui::StaticText::add(guienv, L"<Profiler>",
93                 core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
94         m_guitext_profiler->setOverrideFont(g_fontengine->getFont(
95                 g_fontengine->getDefaultFontSize() * 0.9f, FM_Mono));
96         m_guitext_profiler->setVisible(false);
97 }
98
99 void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
100         const CameraOrientation &cam, const PointedThing &pointed_old,
101         const GUIChatConsole *chat_console, float dtime)
102 {
103         v2u32 screensize = RenderingEngine::getWindowSize();
104
105         // Minimal debug text must only contain info that can't give a gameplay advantage
106         if (m_flags.show_minimal_debug) {
107                 const u16 fps = 1.0 / stats.dtime_jitter.avg;
108                 m_drawtime_avg *= 0.95f;
109                 m_drawtime_avg += 0.05f * (stats.drawtime / 1000);
110
111                 std::ostringstream os(std::ios_base::binary);
112                 os << std::fixed
113                         << PROJECT_NAME_C " " << g_version_hash
114                         << " | FPS: " << fps
115                         << std::setprecision(0)
116                         << " | drawtime: " << m_drawtime_avg << "ms"
117                         << std::setprecision(1)
118                         << " | dtime jitter: "
119                         << (stats.dtime_jitter.max_fraction * 100.0) << "%"
120                         << std::setprecision(1)
121                         << " | view range: "
122                         << (draw_control->range_all ? "All" : itos(draw_control->wanted_range))
123                         << std::setprecision(2)
124                         << " | RTT: " << (client->getRTT() * 1000.0f) << "ms";
125                 setStaticText(m_guitext, utf8_to_wide(os.str()).c_str());
126
127                 m_guitext->setRelativePosition(core::rect<s32>(5, 5, screensize.X,
128                         5 + g_fontengine->getTextHeight()));
129         }
130
131         // Finally set the guitext visible depending on the flag
132         m_guitext->setVisible(m_flags.show_minimal_debug);
133
134         // Basic debug text also shows info that might give a gameplay advantage
135         if (m_flags.show_basic_debug) {
136                 LocalPlayer *player = client->getEnv().getLocalPlayer();
137                 v3f player_position = player->getPosition();
138
139                 std::ostringstream os(std::ios_base::binary);
140                 os << std::setprecision(1) << std::fixed
141                         << "pos: (" << (player_position.X / BS)
142                         << ", " << (player_position.Y / BS)
143                         << ", " << (player_position.Z / BS)
144                         << ") | yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
145                         << yawToDirectionString(cam.camera_yaw)
146                         << " | pitch: " << (-wrapDegrees_180(cam.camera_pitch)) << "°"
147                         << " | seed: " << ((u64)client->getMapSeed());
148
149                 if (pointed_old.type == POINTEDTHING_NODE) {
150                         ClientMap &map = client->getEnv().getClientMap();
151                         const NodeDefManager *nodedef = client->getNodeDefManager();
152                         MapNode n = map.getNode(pointed_old.node_undersurface);
153
154                         if (n.getContent() != CONTENT_IGNORE) {
155                                 if (nodedef->get(n).name == "unknown") {
156                                         os << ", pointed: <unknown node>";
157                                 } else {
158                                         os << ", pointed: " << nodedef->get(n).name;
159                                 }
160                                 os << ", param2: " << (u64) n.getParam2();
161                         }
162                 }
163
164                 setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str());
165
166                 m_guitext2->setRelativePosition(core::rect<s32>(5,
167                         5 + g_fontengine->getTextHeight(), screensize.X,
168                         5 + g_fontengine->getTextHeight() * 2
169                 ));
170         }
171
172         m_guitext2->setVisible(m_flags.show_basic_debug);
173
174         setStaticText(m_guitext_info, m_infotext.c_str());
175         m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0);
176
177         static const float statustext_time_max = 1.5f;
178
179         if (!m_statustext.empty()) {
180                 m_statustext_time += dtime;
181
182                 if (m_statustext_time >= statustext_time_max) {
183                         clearStatusText();
184                         m_statustext_time = 0.0f;
185                 }
186         }
187
188         setStaticText(m_guitext_status, m_statustext.c_str());
189         m_guitext_status->setVisible(!m_statustext.empty());
190
191         if (!m_statustext.empty()) {
192                 s32 status_width  = m_guitext_status->getTextWidth();
193                 s32 status_height = m_guitext_status->getTextHeight();
194                 s32 status_y = screensize.Y - 150;
195                 s32 status_x = (screensize.X - status_width) / 2;
196
197                 m_guitext_status->setRelativePosition(core::rect<s32>(status_x ,
198                         status_y - status_height, status_x + status_width, status_y));
199
200                 // Fade out
201                 video::SColor final_color = m_statustext_initial_color;
202                 final_color.setAlpha(0);
203                 video::SColor fade_color = m_statustext_initial_color.getInterpolated_quadratic(
204                         m_statustext_initial_color, final_color, m_statustext_time / statustext_time_max);
205                 m_guitext_status->setOverrideColor(fade_color);
206                 m_guitext_status->enableOverrideColor(true);
207         }
208
209         // Hide chat when console is visible
210         m_guitext_chat->setVisible(isChatVisible() && !chat_console->isVisible());
211 }
212
213 void GameUI::initFlags()
214 {
215         m_flags = GameUI::Flags();
216         m_flags.show_minimal_debug = g_settings->getBool("show_debug");
217 }
218
219 void GameUI::showMinimap(bool show)
220 {
221         m_flags.show_minimap = show;
222 }
223
224 void GameUI::showTranslatedStatusText(const char *str)
225 {
226         const wchar_t *wmsg = wgettext(str);
227         showStatusText(wmsg);
228         delete[] wmsg;
229 }
230
231 void GameUI::setChatText(const EnrichedString &chat_text, u32 recent_chat_count)
232 {
233         setStaticText(m_guitext_chat, chat_text);
234
235         m_recent_chat_count = recent_chat_count;
236 }
237
238 void GameUI::updateChatSize()
239 {
240         // Update gui element size and position
241         s32 chat_y = 5;
242
243         if (m_flags.show_minimal_debug)
244                 chat_y += g_fontengine->getLineHeight();
245         if (m_flags.show_basic_debug)
246                 chat_y += g_fontengine->getLineHeight();
247
248         const v2u32 &window_size = RenderingEngine::getWindowSize();
249
250         core::rect<s32> chat_size(10, chat_y, window_size.X - 20, 0);
251         chat_size.LowerRightCorner.Y = std::min((s32)window_size.Y,
252                         m_guitext_chat->getTextHeight() + chat_y);
253
254         if (chat_size == m_current_chat_size)
255                 return;
256         m_current_chat_size = chat_size;
257
258         m_guitext_chat->setRelativePosition(chat_size);
259 }
260
261 void GameUI::updateProfiler()
262 {
263         if (m_profiler_current_page != 0) {
264                 std::ostringstream os(std::ios_base::binary);
265                 os << "   Profiler page " << (int)m_profiler_current_page <<
266                                 ", elapsed: " << g_profiler->getElapsedMs() << " ms)" << std::endl;
267
268                 int lines = g_profiler->print(os, m_profiler_current_page, m_profiler_max_page);
269                 ++lines;
270
271                 EnrichedString str(utf8_to_wide(os.str()));
272                 str.setBackground(video::SColor(120, 0, 0, 0));
273                 setStaticText(m_guitext_profiler, str);
274
275                 core::dimension2d<u32> size = m_guitext_profiler->getOverrideFont()->
276                                 getDimension(str.c_str());
277                 core::position2di upper_left(6, 50);
278                 core::position2di lower_right = upper_left;
279                 lower_right.X += size.Width + 10;
280                 lower_right.Y += size.Height;
281
282                 m_guitext_profiler->setRelativePosition(core::rect<s32>(upper_left, lower_right));
283         }
284
285         m_guitext_profiler->setVisible(m_profiler_current_page != 0);
286 }
287
288 void GameUI::toggleChat()
289 {
290         m_flags.show_chat = !m_flags.show_chat;
291         if (m_flags.show_chat)
292                 showTranslatedStatusText("Chat shown");
293         else
294                 showTranslatedStatusText("Chat hidden");
295 }
296
297 void GameUI::toggleHud()
298 {
299         m_flags.show_hud = !m_flags.show_hud;
300         if (m_flags.show_hud)
301                 showTranslatedStatusText("HUD shown");
302         else
303                 showTranslatedStatusText("HUD hidden");
304 }
305
306 void GameUI::toggleProfiler()
307 {
308         m_profiler_current_page = (m_profiler_current_page + 1) % (m_profiler_max_page + 1);
309
310         // FIXME: This updates the profiler with incomplete values
311         updateProfiler();
312
313         if (m_profiler_current_page != 0) {
314                 std::wstring msg = fwgettext("Profiler shown (page %d of %d)",
315                                 m_profiler_current_page, m_profiler_max_page);
316                 showStatusText(msg);
317         } else {
318                 showTranslatedStatusText("Profiler hidden");
319         }
320 }
321
322
323 void GameUI::deleteFormspec()
324 {
325         if (m_formspec) {
326                 m_formspec->drop();
327                 m_formspec = nullptr;
328         }
329
330         m_formname.clear();
331 }