/* 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 "gui/mainmenumanager.h" #include "util/pointedthing.h" #include "client.h" #include "clientmap.h" #include "fontengine.h" #include "nodedef.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]; } 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); } 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 INodeDefManager *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 initial_color(255, 0, 0, 0); if (guienv->getSkin()) initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT); video::SColor final_color = 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)); 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; }