//draws a 6x1 grid of items+grid int draw_production_pipe(int x, int y, int recipe_num){ int i,ofs,valid; Uint8 str[80]; item *the_list; //if recipe_num is negative we draw the current manufacture_list, else a recipe if (recipe_num<0) { the_list=manufacture_list; ofs=36; valid=1; } else { the_list=recipes[recipe_num]; ofs=0; valid=recipe_status[recipe_num]; } glEnable(GL_TEXTURE_2D); //ok, now let's draw the mixed objects for(i=ofs;i<6+ofs;i++) { glColor3f(1.0f,1.0f,1.0f); if(the_list[i].quantity > 0){ int x_start,y_start; //get the x and y x_start=x+33*(i%6)+1; y_start=y; draw_item(the_list[i].image_id,x_start,y_start,33); safe_snprintf((char *)str, sizeof(str), "%i", the_list[i].quantity); draw_string_small_shadowed(x_start,y_start+17,str,1,1.0f,1.0f,1.0f,0.0f,0.0f,0.0f); if (!valid) gray_out(x_start,y_start,33); } } glDisable(GL_TEXTURE_2D); //draw the grid, in red if selected if (recipe_num==cur_recipe) glColor3f(1.0f,0.0f,0.0f); else glColor3f(0.77f,0.57f,0.39f); rendergrid(6,1,x, y, 33, 33); glEnable(GL_TEXTURE_2D); return 1; }
// display the current time for the hud timer, coloured by stopped or running // int Hud_Timer::display(window_info *win, int base_y_start) { char str[10]; int x; check_cm_menu(win, base_y_start); if (input && (!view_hud_timer || !get_show_window(input->popup_win))) destroy_popup(); if (!view_hud_timer) return 0; base_y_start -= height; safe_snprintf(str, sizeof(str), "%c%1d:%02d", ((mode_coundown) ?countdown_str[0] :stopwatch_str[0]), current_value/60, current_value%60); x= 3+(win->len_x - (get_string_width((unsigned char*)str)*11)/12)/2; if (running) draw_string_shadowed(x, 2 + base_y_start, (unsigned char*)str, 1,0.5f, 1.0f, 0.5f,0.0f,0.0f,0.0f); else draw_string_shadowed(x, 2 + base_y_start, (unsigned char*)str, 1,1.0f, 0.5f, 0.5f,0.0f,0.0f,0.0f); if (mouse_over) { char *use_str = ((mode_coundown) ?countdown_str:stopwatch_str); draw_string_small_shadowed(-(int)(SMALL_FONT_X_LEN*(strlen(use_str)+0.5)), base_y_start, (unsigned char*)use_str, 1,1.0f,1.0f,1.0f,0.0f,0.0f,0.0f); mouse_over = false; } return height; }
int display_manufacture_handler(window_info *win) { Uint8 str[80]; int i; //dirty hack for opacity //if manufacture_win is opaque then recipe_win should be and viceversa if (recipes_shown) win->opaque=windows_list.window[recipe_win].opaque; else windows_list.window[recipe_win].opaque=win->opaque; glColor3f(0.77f,0.57f,0.39f); glEnable(GL_TEXTURE_2D); glColor3f(1.0f,1.0f,1.0f); //ok, now let's draw the objects... for(i=35;i>=0;i--){ if(manufacture_list[i].quantity > 0) { int x_start,y_start; //get the x and y x_start=33*(i%12)+1; y_start=33*(i/12); draw_item(manufacture_list[i].image_id,x_start,y_start,33); safe_snprintf((char *)str, sizeof(str), "%i",manufacture_list[i].quantity); draw_string_small_shadowed(x_start, (i&1)?(y_start+17):(y_start+7), (unsigned char*)str, 1,1.0f,1.0f,1.0f, 0.0f, 0.0f, 0.0f); } } //ok, now let's draw the mixed objects draw_production_pipe(2,manufacture_menu_y_len-37, -1); //now, draw the inventory text, if any. if (last_items_string_id != inventory_item_string_id) { put_small_text_in_box((unsigned char*)inventory_item_string, strlen(inventory_item_string), win->len_x-8, items_string); last_items_string_id = inventory_item_string_id; } draw_string_small(4,manufacture_menu_y_len-85,(unsigned char *)items_string,4); // Render the grid *after* the images. It seems impossible to code // it such that images are rendered exactly within the boxes on all // cards glDisable(GL_TEXTURE_2D); glColor3f(0.77f,0.57f,0.39f); //draw the grid rendergrid(12,3,0,0,33,33); //Draw the bottom grid - NOT NEEDED, DONE IN draw_production_pipe //rendergrid(6,1,0, manufacture_menu_y_len-37, 33, 33); //Draw recipe control buttons draw_recipe_controls(); glEnable(GL_TEXTURE_2D); #ifdef OPENGL_TRACE CHECK_GL_ERRORS(); #endif //OPENGL_TRACE return 1; }
int display_ground_items_handler(window_info *win) { char str[80]; char my_str[10]; int i; static Uint8 resizing = 0; int yoffset = get_window_scroll_pos(win->window_id); /* if resizing wait until we stop */ if (win->resized) resizing = 1; /* once we stop, snap the window to the new grid size */ else if (resizing) { int new_width = (ground_items_grid_cols+1)*GRIDSIZE; int new_rows = (win->len_y+GRIDSIZE/2)/GRIDSIZE; int max_rows = (ITEMS_PER_BAG + ground_items_grid_cols - 1) / ground_items_grid_cols; resizing = 0; resize_window (win->window_id, new_width, ((new_rows > max_rows) ?max_rows :new_rows)*GRIDSIZE); yoffset = get_window_scroll_pos(win->window_id); } glEnable(GL_TEXTURE_2D); // write "get all" in the "get all" box :) strap_word(get_all_str,my_str); glColor3f(0.77f,0.57f,0.39f); draw_string_small(win->len_x-(GRIDSIZE-5), ELW_BOX_SIZE+3+yoffset, (unsigned char*)my_str, 2); glColor3f(1.0f,1.0f,1.0f); //ok, now let's draw the objects... for(i=ITEMS_PER_BAG-1; i>=0; --i) { if(ground_item_list[i].quantity > 0) { float u_start,v_start,u_end,v_end; int this_texture,cur_item,cur_pos; int x_start,x_end,y_start,y_end; //get the UV coordinates. cur_item=ground_item_list[i].image_id%25; #ifdef NEW_TEXTURES get_item_uv(cur_item, &u_start, &v_start, &u_end, &v_end); #else /* NEW_TEXTURES */ u_start=0.2f*(cur_item%5); u_end=u_start+(float)50/256; v_start=(1.0f+((float)50/256)/256.0f)-((float)50/256*(cur_item/5)); v_end=v_start-(float)50/256; #endif /* NEW_TEXTURES */ //get the x and y cur_pos=i; x_start=GRIDSIZE*(cur_pos%ground_items_grid_cols)+1; x_end=x_start+32; y_start=GRIDSIZE*(cur_pos/ground_items_grid_cols); y_end=y_start+32; //get the texture this item belongs to this_texture=get_items_texture(ground_item_list[i].image_id/25); #ifdef NEW_TEXTURES bind_texture(this_texture); #else /* NEW_TEXTURES */ get_and_set_texture_id(this_texture); #endif /* NEW_TEXTURES */ glBegin(GL_QUADS); draw_2d_thing(u_start,v_start,u_end,v_end,x_start,y_start,x_end,y_end); glEnd(); safe_snprintf(str,sizeof(str),"%i",ground_item_list[i].quantity); draw_string_small_shadowed(x_start,y_end-(i&1?22:12),(unsigned char*)str,1,1.0f,1.0f,1.0f,0.0f,0.0f,0.0f); } } // Render the grid *after* the images. It seems impossible to code // it such that images are rendered exactly within the boxes on all // cards glDisable(GL_TEXTURE_2D); glColor3f(0.77f,0.57f,0.39f); /* if a full grid render in one go */ if (ground_items_grid_cols*ground_items_grid_rows == ITEMS_PER_BAG) rendergrid(ground_items_grid_cols,ground_items_grid_rows,0,0,GRIDSIZE,GRIDSIZE); /* otherwise don't render the extra slots */ else { int remainder = ITEMS_PER_BAG - (ground_items_grid_cols*(ground_items_grid_rows-1)); rendergrid(ground_items_grid_cols,ground_items_grid_rows-1,0,0,GRIDSIZE,GRIDSIZE); rendergrid(remainder, 1, 0, GRIDSIZE*(ground_items_grid_rows-1), GRIDSIZE, GRIDSIZE); } glBegin(GL_LINE_LOOP); // draw the "get all" box glVertex2i(win->len_x, ELW_BOX_SIZE+yoffset); glVertex2i(win->len_x-GRIDSIZE, ELW_BOX_SIZE+yoffset); glVertex2i(win->len_x-GRIDSIZE, ELW_BOX_SIZE+GRIDSIZE+yoffset); glVertex2i(win->len_x, ELW_BOX_SIZE+GRIDSIZE+yoffset); glEnd(); glEnable(GL_TEXTURE_2D); #ifdef OPENGL_TRACE CHECK_GL_ERRORS(); #endif //OPENGL_TRACE return 1; }
// Draw the item list window // int List_Window::draw(window_info *win) { Vars::lists()->check_and_timed_save(false); // if resizing wait until we stop if (win->resized) resizing = true; // once we stop, snap the window size to fix nicely else if (resizing) { calc_num_show_names(win->len_y); resizing = false; resize_window (win->window_id, get_size_x(), get_size_y()); } // check if we need to change the number of grid rows shown int new_num_grid_rows = min_grid_rows(); if (Vars::lists()->valid_active_list()) new_num_grid_rows = std::max(static_cast<size_t>(new_num_grid_rows), (Vars::lists()->get_list().get_num_items() +5) / 6); if (num_grid_rows != new_num_grid_rows) { num_grid_rows = new_num_grid_rows; resized_name_panel(win); } glEnable(GL_TEXTURE_2D); // draw the images if (Vars::lists()->valid_active_list()) { glColor3f(1.0f,1.0f,1.0f); for(size_t i=0; i<Vars::lists()->get_list().get_num_items() && i<static_cast<size_t>(6*num_grid_rows); i++) { int x_start, y_start; x_start = get_grid_size() * (i%6) + 1; y_start = get_grid_size() * (i/6); draw_item(Vars::lists()->get_list().get_image_id(i), x_start, y_start, get_grid_size()); } } size_t help_lines_shown = 0; // Display any name search text if (strlen(filter)) { if (SDL_GetTicks() > (last_key_time+5000)) { filter[0] = '\0'; last_key_time = 0; } else { std::string tmp = std::string(item_list_find_str) + std::string("[") + std::string(filter) + std::string("]"); show_help(tmp.c_str(), 0, static_cast<int>(0.5 + win->len_y + 10 + SMALL_FONT_Y_LEN * help_lines_shown++)); } } // draw mouse over window help text if (show_help_text) { if (!resizing) for (size_t i=0; i<help_str.size(); ++i) show_help(help_str[i], 0, static_cast<int>(0.5 + win->len_y + 10 + SMALL_FONT_Y_LEN * help_lines_shown++)); help_str.clear(); } glDisable(GL_TEXTURE_2D); // draw the item grid glColor3f(0.77f,0.57f,0.39f); rendergrid(6, num_grid_rows, 0, 0, get_grid_size(), get_grid_size()); // if an object is selected, draw a green grid around it if (Vars::lists()->valid_active_list() && (quantities.selected == ITEM_EDIT_QUANT) && (selected_item_number < Vars::lists()->get_list().get_num_items())) { int x_start = selected_item_number%6 * get_grid_size(); int y_start = static_cast<int>(selected_item_number/6) * get_grid_size(); if ((SDL_GetTicks() - il_pickup_fail_time) < 250) glColor3f(0.8f,0.2f,0.2f); else glColor3f(0.0f, 1.0f, 0.3f); rendergrid(1, 1, x_start, y_start, get_grid_size(), get_grid_size()); rendergrid(1, 1, x_start-1, y_start-1, get_grid_size()+2, get_grid_size()+2); } glEnable(GL_TEXTURE_2D); // draw the quantities over everything else so they always show if (Vars::lists()->valid_active_list()) { glColor3f(1.0f,1.0f,1.0f); char str[80]; for(size_t i=0; i<Vars::lists()->get_list().get_num_items() && i<static_cast<size_t>(6*num_grid_rows); i++) { int x_start, y_start, y_end; x_start = get_grid_size() * (i%6) + 1; y_start = get_grid_size() * (i/6); y_end = y_start + get_grid_size() - 1; safe_snprintf(str, sizeof(str), "%i", Vars::lists()->get_list().get_quantity(i)); draw_string_small_shadowed(x_start, (i&1)?(y_end-15):(y_end-27), (unsigned char*)str, 1,1.0f,1.0f,1.0f, 0.0f, 0.0f, 0.0f); } } // Drawn the new list button (+) with highlight when mouse over if (mouse_over_add_button) glColor3f(0.99f,0.77f,0.55f); else glColor3f(0.77f,0.57f,0.39f); draw_string_zoomed(add_button_x, add_button_y, (unsigned const char*)"+", 1, 2.0); // draw the item list names glColor3f(1.0f,1.0f,1.0f); int pos_y = get_grid_size()*num_grid_rows + get_list_gap(); int num_shown = 0; const int top_entry = vscrollbar_get_pos (win_id, names_scroll_id); const std::vector<List> lists = Vars::lists()->get_lists(); const int hl_width = static_cast<int>(win->len_x-ELW_BOX_SIZE-3); const int hl_height = static_cast<int>(names_list_height + get_list_gap()); const size_t disp_chars = static_cast<size_t>((win->len_x-ELW_BOX_SIZE-2*get_list_gap()) / SMALL_FONT_X_LEN); for (size_t i = top_entry; i<lists.size() && num_shown<num_show_names_list; ++i) { if (i==Vars::lists()->get_active()) draw_highlight(1, static_cast<int>(pos_y-get_list_gap()/2), hl_width, hl_height, 1); else if (i==name_under_mouse) draw_highlight(1, static_cast<int>(pos_y-get_list_gap()/2), hl_width, hl_height, 0); glColor3f(1.0f,1.0f,1.0f); if (lists[i].get_name().size() > disp_chars) { std::string todisp = lists[i].get_name().substr(0,disp_chars); draw_string_small(get_list_gap(), pos_y, reinterpret_cast<const unsigned char*>(todisp.c_str()), 1); if (i==name_under_mouse) show_help(lists[i].get_name().c_str(), 0, static_cast<int>(0.5 + win->len_y + 10 + SMALL_FONT_Y_LEN * help_lines_shown)); } else draw_string_small(get_list_gap(), pos_y, reinterpret_cast<const unsigned char*>(lists[i].get_name().c_str()), 1); pos_y += static_cast<int>(names_list_height + get_list_gap()); num_shown++; } if (clicked && (name_under_mouse < lists.size())) { do_click_sound(); Vars::lists()->set_active(name_under_mouse); } if (clicked && mouse_over_add_button) { do_click_sound(); new_or_rename_list(true); } name_under_mouse = static_cast<size_t>(-1); mouse_over_add_button = clicked = false; #ifdef OPENGL_TRACE CHECK_GL_ERRORS(); #endif //OPENGL_TRACE return 1; }