Beispiel #1
0
void
LevelTime::draw(DrawingContext& context)
{
  context.push_transform();
  context.set_translation(Vector(0, 0));

  if ((time_left > TIME_WARNING) || (int(game_time * 2.5) % 2)) {
    std::stringstream ss;
    ss << int(time_left);
    std::string time_text = ss.str();

    if (time_surface)
    {
      float all_width = static_cast<float>(time_surface->get_width()) + Resources::normal_font->get_text_width(time_text);
      context.color().draw_surface(time_surface,
                                   Vector((static_cast<float>(context.get_width()) - all_width) / 2.0f,
                                          BORDER_Y + 1),
                                   LAYER_FOREGROUND1);
      context.color().draw_text(Resources::normal_font, time_text,
                                Vector((static_cast<float>(context.get_width()) - all_width) / 2.0f + static_cast<float>(time_surface->get_width()),
                                       BORDER_Y),
                                ALIGN_LEFT, LAYER_FOREGROUND1, LevelTime::text_color);
    }
  }

  context.pop_transform();
}
Beispiel #2
0
void
PingusMenu::draw_background(DrawingContext& gc)
{
  background->draw(gc);

  gc.draw(logo, Vector2i((gc.get_width()/2) - (logo.get_width()/2),
                         gc.get_height()/2 - 280));

  gc.print_left(Fonts::pingus_small, Vector2i(gc.get_width()/2 - 400 + 25, gc.get_height()-140),
                "Pingus " VERSION " - Copyright (C) 1998-2011 Ingo Ruhnke <*****@*****.**>\n"
                "See the file AUTHORS for a complete list of contributors.\n"
                "Pingus comes with ABSOLUTELY NO WARRANTY. This is free software, and you are\n"
                "welcome to redistribute it under certain conditions; see the file COPYING for details.\n");

  gc.draw_fillrect(Rect(0,
                        Display::get_height () - 26,
                        Display::get_width (),
                        Display::get_height ()),
                   Color(0, 0, 0, 255));

  gc.print_center(Fonts::pingus_small,
                  Vector2i(gc.get_width() / 2,
                           gc.get_height() - Fonts::pingus_small.get_height() - 8),
                  help);

  if (0) // display hint
  {
    gc.print_center(Fonts::pingus_small,
                    Vector2i(gc.get_width() / 2,
                             gc.get_height() - Fonts::pingus_small.get_height()),
                    hint);
  }
}
Beispiel #3
0
void
SmallMap::draw(DrawingContext& gc)
{
  // FIXME: This is potentially dangerous, since we don't know how
  // long 'gc' will be alive. Should use a DrawingContext for caching.
  gc_ptr = &gc;

  World* const& world  = server->get_world();

  Vector2i of = playfield->get_pos();
  Rect view_rect;

  if (world->get_width() > gc.get_width())
  {
    int rwidth = int(gc.get_width()  * rect.get_width()  / world->get_width());
    view_rect.left  = rect.left + (of.x * rect.get_width()  / world->get_width()) - rwidth/2;
    view_rect.right = view_rect.left + rwidth;
  }
  else
  {
    view_rect.left  = rect.left;
    view_rect.right = rect.left + rect.get_width();
  }

  if (world->get_height() > gc.get_height())
  {
    int rheight = int(gc.get_height() * rect.get_height() / world->get_height());
    view_rect.top    = rect.top + (of.y * rect.get_height() / world->get_height()) - rheight/2;
    view_rect.bottom = view_rect.top + rheight;
  }
  else
  {
    view_rect.top    = rect.top;
    view_rect.bottom = rect.top + rect.get_height();
  }

  gc.draw(image->get_surface(), Vector2i(rect.left, rect.top));
  gc.draw_rect(view_rect, Color(0, 255, 0));

  server->get_world()->draw_smallmap(this);

  // Draw Pingus
  PinguHolder* pingus = world->get_pingus();
  for(PinguIter i = pingus->begin(); i != pingus->end(); ++i)
  {
    int x = static_cast<int>(static_cast<float>(rect.left) + ((*i)->get_x() * static_cast<float>(rect.get_width())
                                                              / static_cast<float>(world->get_width())));
    int y = static_cast<int>(static_cast<float>(rect.top)  + ((*i)->get_y() * static_cast<float>(rect.get_height())
                                                              / static_cast<float>(world->get_height())));

    gc.draw_line(Vector2i(x, y), Vector2i(x, y-2), Color(255, 255, 0));
  }

  gc_ptr = 0;
}
Beispiel #4
0
void
ScreenManager::draw_fps(DrawingContext& context, float fps_fps)
{
  char str[60];
  snprintf(str, sizeof(str), "%3.1f", fps_fps);
  const char* fpstext = "FPS";
  context.color().draw_text(
    Resources::small_font, fpstext,
    Vector(static_cast<float>(context.get_width()) - Resources::small_font->get_text_width(fpstext) - Resources::small_font->get_text_width(" 99999") - BORDER_X,
           BORDER_Y + 20), ALIGN_LEFT, LAYER_HUD);
  context.color().draw_text(Resources::small_font, str, Vector(static_cast<float>(context.get_width()) - BORDER_X, BORDER_Y + 20), ALIGN_RIGHT, LAYER_HUD);
}
void
StoryScreenComponent::draw (DrawingContext& gc)
{
  gc.draw(background, Vector2i(gc.get_width()/2, gc.get_height()/2));

  gc.print_center(Fonts::chalk_large, Display::get_width()/2,
                  Display::get_height()/2 - 200, story->get_title());
  gc.draw(page_surface, Vector2i(gc.get_width()/2, gc.get_height()/2 - 65));

  gc.print_left(Fonts::chalk_normal,
                Display::get_width()/2  - 280,
                Display::get_height()/2 + 35,
                display_text);
}
Beispiel #6
0
void
Credits::draw_background (DrawingContext& gc)
{
  {
    // Paint the background wood panel
    for(int y = 0; y < gc.get_height(); y += background.get_height())
      for(int x = 0; x < gc.get_width(); x += background.get_width())
        gc.draw(background, Vector2i(x, y));
  }

  int x;
  int y;
  int yof;

  x = Display::get_width()/2;
  y = static_cast<int>(offset);

  gc.draw(blackboard, Vector2i(gc.get_width()/2, gc.get_height()/2));

  gc.draw(pingu, Vector2i(gc.get_width()/2, gc.get_height()/2 - 20));

  yof = 0;

  scene_context->clear();
  scene_context->set_cliprect(Rect(gc.get_width()/2 - 685/2, gc.get_height()/2 - 250,
                                   gc.get_width()/2 + 685/2, gc.get_height()/2 + 250));

  for (std::vector<std::string>::iterator i = credits.begin(); i != credits.end(); ++i)
  {
    switch ((*i)[0])
    {
      case '-':
        scene_context->color().print_center(font, Vector2i(x, (y + yof)), i->substr(1));
        yof += font.get_height() + 5;
        break;
      case '_':
        scene_context->color().print_center(font_small, Vector2i(x, (y + yof)), i->substr(1));
        yof += font_small.get_height() + 5;
        break;
      case 'n':
        yof += 50;
        break;
      default:
        log_error("Credits: Syntax error: Unknown format: '%1%'", (*i)[0]);
        break;
    }
  }
  gc.draw(new SceneContextDrawingRequest(scene_context.get(), Vector2i(0,0), 100));
}
Beispiel #7
0
void
OptionMenu::draw_background(DrawingContext& gc)
{
  gc.fill_screen(Color(0, 0, 0));

  // gc.draw_fillrect(Rect(100, 100, 400, 400), Color(255, 0, 0));
  gc.draw(background, Vector2i(gc.get_width()/2 - background.get_width()/2, gc.get_height()/2 - background.get_height()/2));

  gc.print_center(Fonts::chalk_large,
                  Vector2i(gc.get_width()/2,
                           gc.get_height()/2 - 210),
                  _("Option Menu"));

  gc.print_center(Fonts::chalk_normal, Vector2i(gc.get_width()/2 + 225 + 30, gc.get_height()/2 + 125 - 20), _("Close"));
}
Beispiel #8
0
void
LevelDot::draw_hover(DrawingContext& gc)
{
  int pos_correction = 0;

  if (accessible())
  {
    int length = Fonts::pingus_small.bounding_rect(0, 0, _(get_plf().get_levelname())).get_width() / 2;
    int realpos = gc.world_to_screen(Vector2i(static_cast<int>(pos.x), static_cast<int>(pos.y))).x;
    if (realpos - length < 0)
      pos_correction = realpos - length;
    else if (realpos + length > gc.get_width())
      pos_correction = realpos + length - static_cast<int>(gc.get_width());
      
    gc.print_center(Fonts::pingus_small,
                    Vector2i(static_cast<int>(pos.x) - pos_correction,
                             static_cast<int>(pos.y) - 44),
                    _(get_plf().get_levelname()), 
                    10000);
  }
  else
  {
    int length  = Fonts::pingus_small.bounding_rect(0, 0, _("locked")).get_width() / 2;
    int realpos = gc.world_to_screen(Vector2i(static_cast<int>(pos.x), static_cast<int>(pos.y))).x;
    if (realpos - length < 0)
      pos_correction = realpos - length;
    else if (realpos + length > gc.get_width())
      pos_correction = realpos + length - static_cast<int>(gc.get_width());
        
    gc.print_center(Fonts::pingus_small,
                    Vector2i(static_cast<int>(pos.x) - pos_correction,
                             static_cast<int>(pos.y) - 30),
                    _("locked"), 
                    10000);
  }

  if (globals::maintainer_mode)
  {
    gc.print_center(Fonts::pingus_small,
                    Vector2i(static_cast<int>(pos.x), static_cast<int>(pos.y) - 56),
                    get_plf().get_resname(), 
                    10000);
  }
}
Beispiel #9
0
void
AddOnMenu::draw_background(DrawingContext& gc)
{
  // gc.draw_fillrect(Rect(100, 100, 400, 400), Color(255, 0, 0));
  gc.draw(background, Vector2i(gc.get_width()/2, gc.get_height()/2));

  gc.print_center(Fonts::chalk_large, Vector2i(gc.get_width()/2, 90), "Add-On Menu");

  gc.print_left(Fonts::chalk_normal, Vector2i(120, 145), "X-Mas Pingus Sprites");
  gc.print_left(Fonts::chalk_small,  Vector2i(140, 170), "christmas look for penguins");
  gc.print_left(Fonts::chalk_small,  Vector2i(140, 190), "Author: John Foo <*****@*****.**>");

  gc.print_center(Fonts::chalk_normal, Vector2i(gc.get_width()/2, gc.get_height()/2 + 160), "Update Online [ ]");

  gc.print_center(Fonts::chalk_normal, Vector2i(gc.get_width()/2 + 245 + 30, gc.get_height()/2 + 150 - 20), _("Close"));
  gc.draw(ok_button, Vector2i(gc.get_width()/2 + 245, gc.get_height()/2 + 150));

  gc.draw(ok_button, Vector2i(610, 145));
}
Beispiel #10
0
void
StoryScreenComponent::draw (DrawingContext& gc)
{
  // Paint the background wood panel
  for(int y = 0; y < gc.get_height(); y += background.get_height())
    for(int x = 0; x < gc.get_width(); x += background.get_width())
      gc.draw(background, Vector2i(x, y));

  gc.draw(blackboard, Vector2i(gc.get_width()/2, gc.get_height()/2));

  gc.print_center(Fonts::chalk_large, 
                  Vector2i(gc.get_width()/2, gc.get_height()/2 - 200), 
                  story->get_title());
  gc.draw(page_surface, Vector2i(gc.get_width()/2, gc.get_height()/2 - 65));

  gc.print_left(Fonts::chalk_normal,
                Vector2i(gc.get_width()/2  - 280,
                         gc.get_height()/2 + 35),
                display_text);
}
Beispiel #11
0
void
PlayerStatus::draw(DrawingContext& context)
{
  int player_id = 0;

  if ((displayed_coins == DISPLAYED_COINS_UNSET) ||
      (std::abs(displayed_coins - coins) > 100)) {
    displayed_coins = coins;
    displayed_coins_frame = 0;
  }
  if (++displayed_coins_frame > 2) {
    displayed_coins_frame = 0;
    if (displayed_coins < coins) displayed_coins++;
    if (displayed_coins > coins) displayed_coins--;
  }
  displayed_coins = std::min(std::max(displayed_coins, 0), MAX_COINS);

  std::stringstream ss;
  ss << displayed_coins;
  std::string coins_text = ss.str();

  context.push_transform();
  context.set_translation(Vector(0, 0));

  if (coin_surface)
  {
    context.color().draw_surface(coin_surface,
                                 Vector(static_cast<float>(context.get_width()) - BORDER_X - static_cast<float>(coin_surface->get_width()) - Resources::fixed_font->get_text_width(coins_text),
                                        BORDER_Y + 1.0f + (Resources::fixed_font->get_text_height(coins_text) + 5) * static_cast<float>(player_id)),
                                   LAYER_HUD);
  }
  context.color().draw_text(Resources::fixed_font,
                            coins_text,
                            Vector(static_cast<float>(context.get_width()) - BORDER_X - Resources::fixed_font->get_text_width(coins_text),
                                   BORDER_Y + (Resources::fixed_font->get_text_height(coins_text) + 5.0f) * static_cast<float>(player_id)),
                            ALIGN_LEFT,
                            LAYER_HUD,
                            PlayerStatus::text_color);

  context.pop_transform();
}
Beispiel #12
0
void
OptionMenu::draw_background(DrawingContext& gc)
{
  // Paint the background wood panel
  for(int y = 0; y < gc.get_height(); y += m_background.get_height())
    for(int x = 0; x < gc.get_width(); x += m_background.get_width())
      gc.draw(m_background, Vector2i(x, y));

  // gc.draw_fillrect(Rect(100, 100, 400, 400), Color(255, 0, 0));
  gc.draw(m_blackboard, Vector2i(gc.get_width()/2, gc.get_height()/2));

  gc.print_center(Fonts::chalk_large,
                  Vector2i(gc.get_width()/2,
                           gc.get_height()/2 - 240),
                  _("Option Menu"));

  gc.print_center(Fonts::chalk_normal, Vector2i(gc.get_width()/2 + 245 + 30, gc.get_height()/2 + 150 - 20), _("Close"));

  gc.print_left(Fonts::chalk_normal, 
                Vector2i(gc.get_width()/2 - 320, gc.get_height()/2 + 200),
                _("Some options require a restart of the game to take effect."));
}
Beispiel #13
0
void
EditorToolboxWidget::draw(DrawingContext& context)
{
  //SCREEN_WIDTH SCREEN_HEIGHT
  context.color().draw_filled_rect(Rectf(Vector(static_cast<float>(m_Xpos), 0),
                                         Vector(static_cast<float>(context.get_width()),
                                                static_cast<float>(context.get_height()))),
                                     Color(0.9f, 0.9f, 1.0f, 0.6f),
                                     0.0f, LAYER_GUI-10);
  if (m_dragging) {
    context.color().draw_filled_rect(selection_draw_rect(), Color(0.2f, 0.4f, 1.0f, 0.6f),
                                       0.0f, LAYER_GUI+1);
  }

  if (m_hovered_item != HoveredItem::NONE)
  {
    context.color().draw_filled_rect(get_item_rect(m_hovered_item),
                                       Color(0.9f, 0.9f, 1.0f, 0.6f),
                                       0.0f, LAYER_GUI - 5);
  }

  context.color().draw_text(Resources::normal_font, _("Tilegroups"),
                            Vector(static_cast<float>(context.get_width()), 0),
                            ALIGN_RIGHT, LAYER_GUI, ColorScheme::Menu::default_color);
  context.color().draw_text(Resources::normal_font, _("Objects"),
                            Vector(static_cast<float>(context.get_width()), 24),
                            ALIGN_RIGHT, LAYER_GUI, ColorScheme::Menu::default_color);

  m_rubber->draw(context);
  m_select_mode->draw(context);
  m_move_mode->draw(context);
  m_settings_mode->draw(context);

  draw_tilegroup(context);
  draw_objectgroup(context);
}
Beispiel #14
0
void
Thunderstorm::draw(DrawingContext& context)
{
  if (!flash_display_timer.started()) return;

  float alpha = 0.33f;
  context.push_transform();
  context.set_translation(Vector(0, 0));
  context.color().draw_filled_rect(Vector(0, 0),
                                   Vector(static_cast<float>(context.get_width()),
                                          static_cast<float>(context.get_height())),
                                   Color(1, 1, 1, alpha), layer);
  context.pop_transform();

}
Beispiel #15
0
void
ScreenManager::draw_player_pos(DrawingContext& context)
{
  if (auto session = GameSession::current())
  {
    auto sector = session->get_current_sector();
    if (sector == nullptr)
      return;
    auto pos = sector->get_players()[0]->get_pos();
    auto pos_text = "X:" + std::to_string(int(pos.x)) + " Y:" + std::to_string(int(pos.y));

    context.color().draw_text(
      Resources::small_font, pos_text,
      Vector(static_cast<float>(context.get_width()) - Resources::small_font->get_text_width("99999x99999") - BORDER_X,
             BORDER_Y + 40.0f), ALIGN_LEFT, LAYER_HUD);
  }
}
Beispiel #16
0
void
StartScreenComponent::draw(DrawingContext& gc)
{
  // Paint the background wood panel
  for(int y = 0; y < gc.get_height(); y += background.get_height())
    for(int x = 0; x < gc.get_width(); x += background.get_width())
      gc.draw(background, Vector2i(x, y));

  gc.draw(blackboard, Vector2i(gc.get_width()/2, gc.get_height()/2));

  int left_x  = gc.get_width()/2 - 150;
  int right_x = gc.get_width()/2 + 150;
  int y = gc.get_height()/2 + 40;

  gc.print_center(Fonts::chalk_large,
                  Vector2i(gc.get_width() /2,
                           gc.get_height()/2 - 230),
                  _(plf.get_levelname()));

  gc.print_left(Fonts::chalk_normal,
                Vector2i(gc.get_width() /2 - 300,
                         gc.get_height()/2 - 170),
                format_description(800 - 200));

  y += 32;
  y += 45;

  gc.print_left (Fonts::chalk_normal, Vector2i(left_x,  y), _("Number of Pingus: "));
  gc.print_right(Fonts::chalk_normal, Vector2i(right_x, y), StringUtil::to_string(plf.get_number_of_pingus()));
  
  gc.print_left (Fonts::chalk_normal, Vector2i(left_x,  (y += 30)), _("Number to Save: "));
  gc.print_right(Fonts::chalk_normal, Vector2i(right_x, y), StringUtil::to_string(plf.get_number_to_save()));
  
  gc.print_left (Fonts::chalk_normal, Vector2i(left_x,  (y += 30)), _("Time: "));
  gc.print_right(Fonts::chalk_normal, Vector2i(right_x, y), time_str);

  gc.print_center(Fonts::chalk_small, 
                  Vector2i(gc.get_width()/2,
                           gc.get_height()/2 + 215),
                  _("Author: ") + plf.get_author());

  if (globals::developer_mode)
  {
    gc.print_center(Fonts::chalk_small, Vector2i(gc.get_width()/2, gc.get_height()-50), plf.get_resname());
  }
}
Beispiel #17
0
void
Worldmap::draw(DrawingContext& gc)
{
  Vector2i pingu_pos(static_cast<int>(pingus->get_pos().x),
                     static_cast<int>(pingus->get_pos().y));
  int min, max;
  int width  = worldmap.get_width();
  int height = worldmap.get_height();

  if (width >= gc.get_width())
  {
    min = gc.get_width()/2;
    max = width - gc.get_width()/2;
  }
  else
  {
    min = width - gc.get_width()/2;
    max = gc.get_width()/2;
  }
  pingu_pos.x = Math::clamp(min, pingu_pos.x, max);

  if (height >= gc.get_height())
  {
    min = gc.get_height()/2;
    max = height - gc.get_height()/2;
  }
  else
  {
    min = height - gc.get_height()/2;
    max = gc.get_height()/2;
  }
  pingu_pos.y = Math::clamp(min, pingu_pos.y, max);

  gc_state.set_size(gc.get_width(), gc.get_height());
  gc_state.set_pos(Vector2i(pingu_pos.x, pingu_pos.y));

  gc_state.push(gc);

  for (auto i = drawables.begin (); i != drawables.end (); ++i)
  {
    (*i)->draw(gc);
  }

  Vector2f mpos = gc_state.screen2world(Vector2i(mouse_x, mouse_y));
  Dot* dot = path_graph->get_dot(mpos.x, mpos.y);
  if (dot)
    dot->draw_hover(gc);

  gc_state.pop(gc);
}
Beispiel #18
0
void
InfoBox::draw(DrawingContext& context)
{
  float x1 = static_cast<float>(context.get_width()) / 2.0f - 200.0f;
  float y1 = static_cast<float>(context.get_height()) / 2.0f - 200.0f;
  float width = 400.0f;
  float height = 200.0f;

  context.color().draw_filled_rect(Rectf(Vector(x1, y1),
                                         Sizef(width, height)),
                                   Color(0.6f, 0.7f, 0.8f, 0.5f), LAYER_GUI - 1);

  float y = y1;
  bool linesLeft = false;
  for (size_t i = firstline; i < lines.size(); ++i) {
    if (y >= y1 + height) {
      linesLeft = true;
      break;
    }

    lines[i]->draw(context, Rectf(x1, y, x1+width, y), LAYER_GUI);
    y += lines[i]->get_height();
  }

  {
    // draw the scrolling arrows
    if (arrow_scrollup.get() && firstline > 0)
      context.color().draw_surface(arrow_scrollup,
                                   Vector(x1 + width  - static_cast<float>(arrow_scrollup->get_width()),  // top-right corner of box
                                          y1), LAYER_GUI);

    if (arrow_scrolldown.get() && linesLeft && firstline < lines.size()-1)
      context.color().draw_surface(arrow_scrolldown,
                                   Vector(x1 + width  - static_cast<float>(arrow_scrolldown->get_width()),  // bottom-light corner of box
                                          y1 + height - static_cast<float>(arrow_scrolldown->get_height())),
                                   LAYER_GUI);
  }
}
Beispiel #19
0
void
ResultScreenComponent::draw(DrawingContext& gc)
{
  // Paint the background wood panel
  for(int y = 0; y < gc.get_height(); y += background.get_height())
    for(int x = 0; x < gc.get_width(); x += background.get_width())
      gc.draw(background, Vector2i(x, y));

  gc.draw(blackboard, Vector2i(gc.get_width()/2, gc.get_height()/2));

  gc.print_center(Fonts::chalk_large,
                  Vector2i(gc.get_width()/2,
                           Display::get_height()/2 - 200),
                  _(result.plf.get_levelname()));

  if (result.success())
  {
    gc.print_center(Fonts::chalk_large,
                    Vector2i(gc.get_width()/2,
                             Display::get_height()/2 - 140),
                    _("Success!"));
    /*gc.print_center(Fonts::pingus_small, gc.get_width()/2, gc.get_height()-30,
      "..:: Press Space to continue ::..");*/
  }
  else
  {
    gc.print_center(Fonts::chalk_large,
                    Vector2i(gc.get_width()/2, Display::get_height()/2 - 140),
                    _("Failure!"));
    /*gc.print_center(Fonts::pingus_normal, gc.get_width()/2, gc.get_height()-30,
      "..:: Press Space to retry the level ::..");*/
  }

  std::string message;
  if (result.success())
  {
    if (result.killed == 0 && result.saved == result.total)
      message = _("Perfect! You saved everyone possible - great!");
    else if (result.killed == 0)
      message = _("No-one got killed, pretty good work.");
    else if (result.saved == result.needed)
      message = _("You saved exactly what you needed - you made it, but\n"
                  "maybe you can do better?");
    else if (result.killed >= 5)
      message = _("Not everybody was saved, but still good work!");
    else
      message = _("What can I say, you made it - congratulations!");
  }
  else
  {
    if (result.killed == result.total)
      message = _("You killed everybody, not good.");
    else if (result.saved == 0)
      message = _("No-one got saved - I know you can do better.");
    else if (result.saved > 0)
      message = _("You didn't save enough, but you saved a few.  Next\n"
                  "time you might do better.");
    else if (result.saved + 1 >= result.needed)
      message = _("Only one more and you would have made it - try again!");
    else if (result.saved + 5 >= result.needed)
      message = _("Only a handful more and you would have made it - try again!");
    else
      message = _("Better luck next time!");
  }
  gc.print_center(Fonts::chalk_normal, Vector2i(gc.get_width()/2, gc.get_height()/2 - 70), message);

  int left_x  = gc.get_width()/2 - 100;
  int right_x = gc.get_width()/2 + 100;
  int y = Display::get_height()/2 + 10;

  gc.print_left(Fonts::chalk_normal,  Vector2i(left_x,  y), _("Saved: "));
  gc.print_right(Fonts::chalk_normal, Vector2i(right_x, y), StringUtil::to_string(result.saved)
                 + "/" + StringUtil::to_string(result.needed));;

  gc.print_left(Fonts::chalk_normal,  Vector2i(left_x,  (y+=30)), _("Died: "));
  gc.print_right(Fonts::chalk_normal, Vector2i(right_x, y), StringUtil::to_string(result.killed));

  gc.print_left(Fonts::chalk_normal,  Vector2i(left_x, (y+=30)), _("Time left: "));
  gc.print_right(Fonts::chalk_normal, Vector2i(right_x, y), time_str);
}
Beispiel #20
0
void
Dialog::draw(DrawingContext& context)
{
  Rectf bg_rect(Vector(static_cast<float>(m_passive ?
                                          (static_cast<float>(context.get_width()) - m_text_size.width - 20.0f) :
                                          static_cast<float>(context.get_width()) / 2.0f - m_text_size.width / 2.0f),
                       static_cast<float>(m_passive ?
                                          (static_cast<float>(context.get_height()) - m_text_size.height - 65.0f) :
                                          (static_cast<float>(context.get_height()) / 2.0f - m_text_size.height / 2.0f))),
                Sizef(m_text_size.width,
                      m_text_size.height + 44));

  // draw background rect
  context.color().draw_filled_rect(bg_rect.grown(12.0f),
                                     Color(0.2f, 0.3f, 0.4f, m_passive ? 0.3f : 0.8f),
                                     16.0f,
                                     LAYER_GUI-10);

  context.color().draw_filled_rect(bg_rect.grown(8.0f),
                                     Color(0.6f, 0.7f, 0.8f, m_passive ? 0.2f : 0.5f),
                                     16.0f,
                                     LAYER_GUI-10);

  // draw text
  context.color().draw_text(Resources::normal_font, m_text,
                              Vector(bg_rect.get_left() + bg_rect.get_width()/2.0f,
                                     bg_rect.get_top()),
                              ALIGN_CENTER, LAYER_GUI);
  if (m_passive)
    return;

  // draw HL line
  context.color().draw_filled_rect(Rectf(Vector(bg_rect.get_left(), bg_rect.get_bottom() - 35),
                                         Sizef(bg_rect.get_width(), 4)),
                                   Color(0.6f, 0.7f, 1.0f, 1.0f), LAYER_GUI);
  context.color().draw_filled_rect(Rectf(Vector(bg_rect.get_left(), bg_rect.get_bottom() - 35),
                                         Sizef(bg_rect.get_width(), 2)),
                                   Color(1.0f, 1.0f, 1.0f, 1.0f), LAYER_GUI);

  // draw buttons
  for (int i = 0; i < static_cast<int>(m_buttons.size()); ++i)
  {
    float segment_width = bg_rect.get_width() / static_cast<float>(m_buttons.size());
    float button_width = segment_width;
    Vector pos(bg_rect.get_left() + segment_width/2.0f + static_cast<float>(i) * segment_width,
               bg_rect.get_bottom() - 12);

    if (i == m_selected_button)
    {
      float button_height = 24.0f;
      float blink = (sinf(g_real_time * math::PI * 1.0f)/2.0f + 0.5f) * 0.5f + 0.25f;
      context.color().draw_filled_rect(Rectf(Vector(pos.x - button_width/2, pos.y - button_height/2),
                                               Vector(pos.x + button_width/2, pos.y + button_height/2)).grown(2.0f),
                                         Color(1.0f, 1.0f, 1.0f, blink),
                                         14.0f,
                                         LAYER_GUI-10);
      context.color().draw_filled_rect(Rectf(Vector(pos.x - button_width/2, pos.y - button_height/2),
                                               Vector(pos.x + button_width/2, pos.y + button_height/2)),
                                         Color(1.0f, 1.0f, 1.0f, 0.5f),
                                         12.0f,
                                         LAYER_GUI-10);
    }

    context.color().draw_text(Resources::normal_font, m_buttons[i].text,
                              Vector(pos.x, pos.y - static_cast<float>(int(Resources::normal_font->get_height() / 2))),
                              ALIGN_CENTER, LAYER_GUI,
                              i == m_selected_button ? ColorScheme::Menu::active_color : ColorScheme::Menu::default_color);
  }
}
Beispiel #21
0
// Draw the background and components
void
EditorScreen::draw(DrawingContext& gc)
{
  // Black out screen
  //gc.fill_screen(Color(255,0,255)); // FIXME: Could be removed for added speed
  gui_manager->draw(gc);

  if (show_help)
  {
    Size size_(640, 400);
    gc.draw_fillrect(Rect(gc.get_width()/2  - size_.width/2 - 2,
                          gc.get_height()/2 - size_.height/2 - 2,
                          gc.get_width()/2  + size_.width/2 + 2,
                          gc.get_height()/2 + size_.height/2 + 2),
                     Color(0,0,0));
    gc.draw_fillrect(Rect(gc.get_width()/2  - size_.width/2,
                          gc.get_height()/2 - size_.height/2,
                          gc.get_width()/2  + size_.width/2,
                          gc.get_height()/2 + size_.height/2),
                     Color(255,255,255));

    gc.print_center(Fonts::verdana11,
                    Vector2i(gc.get_width()/2,
                             gc.get_height()/2 - size_.height/2 + 12),
                    _("== Editor Help =="));

    int x = gc.get_width()/2 - size_.width/2 + 12;
    int y = gc.get_height()/2 - size_.height/2 + 36;
    gc.print_center(Fonts::verdana11, Vector2i(x + 75, y),
                    "A\n"
                    "Shift+A\n"
                    "PageUp, ], w\n"
                    "PageDown, [, s\n"
                    "Shift+PageUp\n"
                    "Shift+PageDown\n"
                    "R\n"
                    "Shift+R\n"
                    "G\n"
                    "Shift+G\n"
      );

    gc.print_left(Fonts::verdana11, Vector2i(x+150, y),
                  _("Select all\n"
                    "Clear Selection\n"
                    "Raise objects\n"
                    "Lower objects\n"
                    "Raise objects to top\n"
                    "Lower objects to bottom\n"
                    "Rotate 90 degree\n"
                    "Rotate 270 degree\n"
                    "Group selected objects\n"
                    "Ungroup selected objects\n"));

    x = int(gc.get_width()/2 + 12);
    y = int(gc.get_height()/2) - size_.height/2 + 36;
    gc.print_center(Fonts::verdana11, Vector2i(x + 50, y),
                    "F\n"
                    "Shift+F\n"
                    "Delete, Backspace\n"
                    "I, K, J, L\n"
                    "Shift+I, K, J, L\n"
                    "B, Shift+B\n"
                    "=, +, -\n");

    gc.print_left(Fonts::verdana11, Vector2i(x + 125, y),
                  _("Flip object horizontaly\n"
                    "Flip object vertically\n"
                    "Delete all marked objects\n"
                    "Move objects by one pixel\n"
                    "Move objects by 32 pixel\n"
                    "Toggle background color\n"
                    "Increase/lower repeat\n"));

    gc.print_left(Fonts::verdana11,
                  Vector2i(gc.get_width()/2 - size_.width/2 + 12,
                           gc.get_height()/2 - 10),
                  _("You should name your level files systematically, i.e. by their theme, "
                    "their number and your nickname:\n\n"
                    "     <levelname><number>-<creator>.pingus\n\n"
                    "So if you create your second level with a stone theme, call it: "
                    "stone2-yourname.pingus\n\n"
                    "When you have created a level and want to have it included "
                    "in the game mail it to:\n\n"
                    "     [email protected]\n\n"
                    "Only levels published under the GPL are allowed into the game. The editor "
                    "automatically inserts a reference \n"
                    "to the GPL, if you want to have your level under a different license, you "
                    "have to change that reference.\n"
                    ));
  }
}
Beispiel #22
0
 void draw (DrawingContext& gc)
 {
   gc.draw(sur, Vector3f(x_pos + x_offset, y_pos + y_offset));
   gc.draw(sur, Vector3f(x_pos + x_offset - static_cast<float>(gc.get_width()), y_pos + y_offset));
 }