#include "gameui.h"
#include <irrlicht_changes/static_text.h>
+#include <gettext.h>
#include "gui/mainmenumanager.h"
#include "util/pointedthing.h"
#include "client.h"
#include "clientmap.h"
#include "fontengine.h"
#include "nodedef.h"
+#include "profiler.h"
#include "renderingengine.h"
#include "version.h"
inline static const char *yawToDirectionString(int yaw)
{
- static const char *direction[4] = {"N +Z", "W -X", "S -Z", "E +X"};
+ static const char *direction[4] =
+ {"North +Z", "West -X", "South -Z", "East +X"};
yaw = wrapDegrees_0_360(yaw);
yaw = (yaw + 45) % 360 / 90;
return direction[yaw];
}
+GameUI::GameUI()
+{
+ if (guienv && guienv->getSkin())
+ m_statustext_initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
+ else
+ m_statustext_initial_color = video::SColor(255, 0, 0, 0);
+
+}
void GameUI::init()
{
// First line of debug text
// Status text (displays info when showing and hiding GUI stuff, etc.)
m_guitext_status = gui::StaticText::add(guienv, L"<Status>",
core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
-
m_guitext_status->setVisible(false);
+
+ // Chat text
+ m_guitext_chat = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0),
+ //false, false); // Disable word wrap as of now
+ false, true, guiroot);
+
+ // Profiler text (size is updated when text is updated)
+ m_guitext_profiler = gui::StaticText::add(guienv, L"<Profiler>",
+ core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
+ m_guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
+ m_guitext_profiler->setVisible(false);
+ m_guitext_profiler->setWordWrap(true);
}
void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
if (pointed_old.type == POINTEDTHING_NODE) {
ClientMap &map = client->getEnv().getClientMap();
- const INodeDefManager *nodedef = client->getNodeDefManager();
+ const NodeDefManager *nodedef = client->getNodeDefManager();
MapNode n = map.getNodeNoEx(pointed_old.node_undersurface);
if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
status_y - status_height, status_x + status_width, status_y));
// Fade out
- video::SColor initial_color(255, 0, 0, 0);
-
- if (guienv->getSkin())
- initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
-
- video::SColor final_color = initial_color;
+ video::SColor final_color = m_statustext_initial_color;
final_color.setAlpha(0);
- video::SColor fade_color = initial_color.getInterpolated_quadratic(
- initial_color, final_color,
- pow(m_statustext_time / statustext_time_max, 2.0f));
+ video::SColor fade_color = m_statustext_initial_color.getInterpolated_quadratic(
+ m_statustext_initial_color, final_color, m_statustext_time / statustext_time_max);
m_guitext_status->setOverrideColor(fade_color);
m_guitext_status->enableOverrideColor(true);
}
void GameUI::initFlags()
{
- memset(&m_flags, 0, sizeof(GameUI::Flags));
- m_flags.show_chat = true;
- m_flags.show_hud = true;
+ m_flags = GameUI::Flags();
m_flags.show_debug = g_settings->getBool("show_debug");
}
{
m_flags.show_minimap = show;
}
+
+void GameUI::showTranslatedStatusText(const char *str)
+{
+ const wchar_t *wmsg = wgettext(str);
+ showStatusText(wmsg);
+ delete[] wmsg;
+}
+
+void GameUI::setChatText(const EnrichedString &chat_text, u32 recent_chat_count)
+{
+ setStaticText(m_guitext_chat, chat_text);
+
+ // Update gui element size and position
+ s32 chat_y = 5;
+
+ if (m_flags.show_debug)
+ chat_y += 2 * g_fontengine->getLineHeight();
+
+ // first pass to calculate height of text to be set
+ const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
+ s32 width = std::min(g_fontengine->getTextWidth(chat_text.c_str()) + 10,
+ window_size.X - 20);
+ m_guitext_chat->setRelativePosition(core::rect<s32>(10, chat_y, width,
+ chat_y + window_size.Y));
+
+ // now use real height of text and adjust rect according to this size
+ m_guitext_chat->setRelativePosition(core::rect<s32>(10, chat_y, width,
+ chat_y + m_guitext_chat->getTextHeight()));
+
+ // Don't show chat if disabled or empty or profiler is enabled
+ m_guitext_chat->setVisible(m_flags.show_chat &&
+ recent_chat_count != 0 && m_profiler_current_page == 0);
+}
+
+void GameUI::updateProfiler()
+{
+ if (m_profiler_current_page != 0) {
+ std::ostringstream os(std::ios_base::binary);
+ g_profiler->printPage(os, m_profiler_current_page, m_profiler_max_page);
+
+ std::wstring text = translate_string(utf8_to_wide(os.str()));
+ setStaticText(m_guitext_profiler, text.c_str());
+
+ s32 w = g_fontengine->getTextWidth(text);
+
+ if (w < 400)
+ w = 400;
+
+ u32 text_height = g_fontengine->getTextHeight();
+
+ core::position2di upper_left, lower_right;
+
+ upper_left.X = 6;
+ upper_left.Y = (text_height + 5) * 2;
+ lower_right.X = 12 + w;
+ lower_right.Y = upper_left.Y + (text_height + 1) * MAX_PROFILER_TEXT_ROWS;
+
+ s32 screen_height = RenderingEngine::get_video_driver()->getScreenSize().Height;
+
+ if (lower_right.Y > screen_height * 2 / 3)
+ lower_right.Y = screen_height * 2 / 3;
+
+ m_guitext_profiler->setRelativePosition(core::rect<s32>(upper_left, lower_right));
+ }
+
+ m_guitext_profiler->setVisible(m_profiler_current_page != 0);
+}
+
+void GameUI::toggleChat()
+{
+ m_flags.show_chat = !m_flags.show_chat;
+ if (m_flags.show_chat)
+ showTranslatedStatusText("Chat shown");
+ else
+ showTranslatedStatusText("Chat hidden");
+}
+
+void GameUI::toggleHud()
+{
+ m_flags.show_hud = !m_flags.show_hud;
+ if (m_flags.show_hud)
+ showTranslatedStatusText("HUD shown");
+ else
+ showTranslatedStatusText("HUD hidden");
+}
+
+void GameUI::toggleProfiler()
+{
+ m_profiler_current_page = (m_profiler_current_page + 1) % (m_profiler_max_page + 1);
+
+ // FIXME: This updates the profiler with incomplete values
+ updateProfiler();
+
+ if (m_profiler_current_page != 0) {
+ wchar_t buf[255];
+ const wchar_t* str = wgettext("Profiler shown (page %d of %d)");
+ swprintf(buf, sizeof(buf) / sizeof(wchar_t), str,
+ m_profiler_current_page, m_profiler_max_page);
+ delete[] str;
+ showStatusText(buf);
+ } else {
+ showTranslatedStatusText("Profiler hidden");
+ }
+}