/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola Copyright (C) 2018 nerzhul, Loic Blot This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "gameui.h" #include #include #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"}; 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 m_guitext = gui::StaticText::add(guienv, utf8_to_wide(PROJECT_NAME_C).c_str(), core::rect(0, 0, 0, 0), false, false, guiroot); // Second line of debug text m_guitext2 = gui::StaticText::add(guienv, L"", core::rect(0, 0, 0, 0), false, false, guiroot); // At the middle of the screen // Object infos are shown in this m_guitext_info = gui::StaticText::add(guienv, L"", core::rect(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5) + v2s32(100, 200), false, true, guiroot); // Status text (displays info when showing and hiding GUI stuff, etc.) m_guitext_status = gui::StaticText::add(guienv, L"", core::rect(0, 0, 0, 0), false, false, guiroot); m_guitext_status->setVisible(false); // Chat text m_guitext_chat = gui::StaticText::add(guienv, L"", core::rect(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"", core::rect(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, const CameraOrientation &cam, const PointedThing &pointed_old, float dtime) { v2u32 screensize = RenderingEngine::get_instance()->getWindowSize(); if (m_flags.show_debug) { static float drawtime_avg = 0; drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05; u16 fps = 1.0 / stats.dtime_jitter.avg; std::ostringstream os(std::ios_base::binary); os << std::fixed << PROJECT_NAME_C " " << g_version_hash << ", FPS: " << fps << std::setprecision(0) << ", drawtime: " << drawtime_avg << "ms" << std::setprecision(1) << ", dtime jitter: " << (stats.dtime_jitter.max_fraction * 100.0) << "%" << std::setprecision(1) << ", view range: " << (draw_control->range_all ? "All" : itos(draw_control->wanted_range)) << std::setprecision(3) << ", RTT: " << client->getRTT() << "s"; setStaticText(m_guitext, utf8_to_wide(os.str()).c_str()); m_guitext->setRelativePosition(core::rect(5, 5, screensize.X, 5 + g_fontengine->getTextHeight())); } // Finally set the guitext visible depending on the flag m_guitext->setVisible(m_flags.show_debug); if (m_flags.show_debug) { LocalPlayer *player = client->getEnv().getLocalPlayer(); v3f player_position = player->getPosition(); std::ostringstream os(std::ios_base::binary); os << std::setprecision(1) << std::fixed << "pos: (" << (player_position.X / BS) << ", " << (player_position.Y / BS) << ", " << (player_position.Z / BS) << "), yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° " << yawToDirectionString(cam.camera_yaw) << ", seed: " << ((u64)client->getMapSeed()); if (pointed_old.type == POINTEDTHING_NODE) { ClientMap &map = client->getEnv().getClientMap(); const NodeDefManager *nodedef = client->getNodeDefManager(); MapNode n = map.getNodeNoEx(pointed_old.node_undersurface); if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") { os << ", pointed: " << nodedef->get(n).name << ", param2: " << (u64) n.getParam2(); } } setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str()); m_guitext2->setRelativePosition(core::rect(5, 5 + g_fontengine->getTextHeight(), screensize.X, 5 + g_fontengine->getTextHeight() * 2 )); } m_guitext2->setVisible(m_flags.show_debug); setStaticText(m_guitext_info, translate_string(m_infotext).c_str()); m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0); static const float statustext_time_max = 1.5f; if (!m_statustext.empty()) { m_statustext_time += dtime; if (m_statustext_time >= statustext_time_max) { clearStatusText(); m_statustext_time = 0.0f; } } setStaticText(m_guitext_status, translate_string(m_statustext).c_str()); m_guitext_status->setVisible(!m_statustext.empty()); if (!m_statustext.empty()) { s32 status_width = m_guitext_status->getTextWidth(); s32 status_height = m_guitext_status->getTextHeight(); s32 status_y = screensize.Y - 150; s32 status_x = (screensize.X - status_width) / 2; m_guitext_status->setRelativePosition(core::rect(status_x , status_y - status_height, status_x + status_width, status_y)); // Fade out video::SColor final_color = m_statustext_initial_color; final_color.setAlpha(0); 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.show_debug = g_settings->getBool("show_debug"); } void GameUI::showMinimap(bool show) { 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(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(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(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"); } }