void sub_uzo_display::post_display(game& gm) const { if (gm.get_player()->get_target()) { projection_data pd = get_projection_data(gm); ui.show_target(pd.x, pd.y, pd.w, pd.h, get_viewpos(gm)); } sys().prepare_2d_drawing(); int tex_w = compass->get_width(); int tex_h = compass->get_height(); int bearing = int(tex_w*ui.get_relative_bearing().value()/360); if( bearing>dx && bearing<tex_w-dx){ compass->draw_subimage(xi, yi, comp_size, tex_h, bearing-dx, 0, comp_size, tex_h); } else { int dx1=0,dx2=0; if( bearing<dx ){ dx1=dx-bearing; dx2=dx+bearing; } else if( bearing>tex_w-dx ){ dx1=dx+(tex_w-bearing); dx2=comp_size-dx; } compass->draw_subimage(xi, yi, dx1, tex_h, tex_w-(dx1), 0, dx1, tex_h); compass->draw_subimage(xi+dx1, yi, dx2, tex_h, 0, 0, dx2, tex_h ); } uzotex->draw(0, 0, 1024, 768); ui.draw_infopanel(true); sys().unprepare_2d_drawing(); }
void sub_uzo_display::set_modelview_matrix(game& gm, const vector3& viewpos) const { glLoadIdentity(); // set up rotation (player's view direction) // limit elevation to -20...20 degrees. float elev = -ui.get_elevation().value(); const float LIMIT = 20.0f; if (elev < -LIMIT - 90.0f) elev = -LIMIT - 90.0f; if (elev > +LIMIT - 90.0f) elev = +LIMIT - 90.0f; glRotated(elev,1,0,0); // if we're aboard the player's vessel move the world instead of the ship if (aboard) { // This should be a negative angle, but nautical view dir is clockwise, // OpenGL uses ccw values, so this is a double negation glRotated(ui.get_relative_bearing().value(),0,0,1); gm.get_player()->get_orientation().conj().rotmat4().multiply_gl(); } else { // This should be a negative angle, but nautical view dir is clockwise, // OpenGL uses ccw values, so this is a double negation glRotated(ui.get_absolute_bearing().value(),0,0,1); } // set up modelview matrix as if player is at position (0, 0, 0), so do NOT set a translational part. // This is done to avoid rounding errors caused by large x/y values (modelview matrix seems to store floats, // but coordinates are in real meters, so float is not precise enough). }
user_interface* user_interface::create(game& gm) { sea_object* p = gm.get_player(); user_interface* ui = 0; // check for interfaces if (dynamic_cast<submarine*>(p)) ui = new submarine_interface(gm); #if 0 else if (dynamic_cast<ship*>(p)) ui = new ship_interface(gm); else if (dynamic_cast<airplane*>(p)) ui = new airplane_interface(gm); #endif if (ui) ui->finish_construction(); return ui; }
user_interface::user_interface(game& gm) : mygame(&gm), pause(false), time_scale(1), panel_visible(true), screen_selector_visible(false), playlist_visible(false), main_menu_visible(false), bearing(0), elevation(90), bearing_is_relative(true), current_display(0), current_popup(0), mycoastmap(get_map_dir() + "default.xml"), daymode(gm.is_day_mode()) { add_loading_screen("coast map initialized"); mysky.reset(new sky()); panel.reset(new widget(0, 768-32, 1024, 32, "", 0)); panel->set_background(0); // ca. 1024-2*8 for 6 texts => 168 pix. for each text int paneltextnrs[6] = { 1, 4, 5, 2, 98, 61 }; const char* paneltexts[6] = { "000", "000", "000", "000", "000", "00:00:00" }; for (int i = 0; i < 6; ++i) { int off = 8 + i*(1024-2*8)/6; string tx = texts::get(paneltextnrs[i]); vector2i sz = widget::get_theme()->myfont->get_size(tx); panel->add_child(new widget_text(off, 4, 0, 0, tx)); panel_valuetexts[i] = new widget_text(off + 8 + sz.x, 4, 0, 0, paneltexts[i]); panel->add_child(panel_valuetexts[i]); } // create screen selector widget screen_selector.reset(new widget(0, 0, 256, 32, "", 0)); screen_selector->set_background(0); // create playlist widget music_playlist.reset(new widget(0, 0, 384, 512, texts::get(262), 0)); music_playlist->set_background(0); struct musiclist : public widget_list { bool active; void on_sel_change() { if (!active) return; int s = get_selected(); if (s >= 0) music::instance().play_track(unsigned(s), 500); } musiclist(int x, int y, int w, int h) : widget_list(x, y, w, h), active(false) {} }; musiclist* playlist = new musiclist(0, 0, 384, 512); music_playlist->add_child_near_last_child(playlist); music& m = music::instance(); vector<string> mpl = m.get_playlist(); for (vector<string>::const_iterator it = mpl.begin(); it != mpl.end(); ++it) { playlist->append_entry(*it); } typedef widget_caller_checkbox<user_interface, void (user_interface::*)()> wccui; // fixme: use checkbox here... playlist_repeat_checkbox = new wccui(this, &user_interface::playlist_mode_changed, 0, 0, 192, 32, false, texts::get(263)); music_playlist->add_child_near_last_child(playlist_repeat_checkbox); playlist_shuffle_checkbox = new wccui(this, &user_interface::playlist_mode_changed, 0, 0, 192, 32, false, texts::get(264)); music_playlist->add_child_near_last_child(playlist_shuffle_checkbox, 0, 1); playlist_mute_checkbox = new wccui(this, &user_interface::playlist_mute, 0, 0, 384, 32, false, texts::get(265)); music_playlist->add_child_near_last_child(playlist_mute_checkbox, 0); playlist_mute_checkbox->move_pos(vector2i(-192, 0)); music_playlist->add_child_near_last_child(new widget_set_button<bool>(playlist_visible, false, 0, 0, 384, 32, texts::get(260)), 0); music_playlist->clip_to_children_area(); music_playlist->set_pos(vector2i(0, 0)); // enable music switching finally, to avoid on_sel_change changing the music track, // because on_sel_change is called above, when adding entries. playlist->active = true; // create main menu widget main_menu.reset(new widget(0, 0, 256, 128, texts::get(104), 0)); main_menu->set_background(0); typedef widget_caller_button<user_interface, void (user_interface::*)()> wcbui; main_menu->add_child_near_last_child(new wcbui(this, &user_interface::show_screen_selector, 0, 0, 256, 32, texts::get(266))); main_menu->add_child_near_last_child(new wcbui(this, &user_interface::toggle_popup, 0, 0, 256, 32, texts::get(267)), 0); main_menu->add_child_near_last_child(new wcbui(this, &user_interface::show_playlist, 0, 0, 256, 32, texts::get(261)), 0); main_menu->add_child_near_last_child(new wcbui(this, &user_interface::toggle_pause, 0, 0, 256, 32, texts::get(268)), 0); main_menu->add_child_near_last_child(new widget_caller_arg_button<user_interface, void (user_interface::*)(bool), bool>(this, &user_interface::request_abort, true, 0, 0, 256, 32, texts::get(177)), 0); main_menu->add_child_near_last_child(new widget_set_button<bool>(main_menu_visible, false, 0, 0, 256, 32, texts::get(260)), 0); main_menu->clip_to_children_area(); vector2i mmp = sys().get_res_2d() - main_menu->get_size(); main_menu->set_pos(vector2i(mmp.x/2, mmp.y/2)); // create weather effects textures // rain #ifdef RAIN #define NR_OF_RAIN_FRAMES 16 #define NR_OF_RAIN_DROPS 800 #define RAIN_TEX_W 256 #define RAIN_TEX_H 256 raintex.resize(NR_OF_RAIN_FRAMES); vector<Uint8> raintmptex(RAIN_TEX_W * RAIN_TEX_H * 2); for (unsigned j = 0; j < NR_OF_RAIN_FRAMES; ++j) { for (unsigned k = 0; k < RAIN_TEX_W * RAIN_TEX_H * 2; k += 2) { raintmptex[k + 0] = 128; raintmptex[k + 1] = 0; } for (unsigned i = 0; i < NR_OF_RAIN_DROPS; ++i) { vector2i pos(rnd(RAIN_TEX_W-2)+2, rnd(RAIN_TEX_H-2)); Uint8 c = rnd(64)+128; raintmptex[(RAIN_TEX_W*pos.y + pos.x) * 2 + 0] = c; raintmptex[(RAIN_TEX_W*pos.y + pos.x) * 2 + 1] = 128; pos.x -= 1; pos.y += 1; raintmptex[(RAIN_TEX_W*pos.y + pos.x) * 2 + 0] = c; raintmptex[(RAIN_TEX_W*pos.y + pos.x) * 2 + 1] = 192; pos.x -= 1; pos.y += 1; raintmptex[(RAIN_TEX_W*pos.y + pos.x) * 2 + 0] = c; raintmptex[(RAIN_TEX_W*pos.y + pos.x) * 2 + 1] = 255; } raintex.reset(j, new texture(raintmptex, RAIN_TEX_W, RAIN_TEX_H, GL_LUMINANCE_ALPHA, texture::LINEAR_MIPMAP_LINEAR, texture::REPEAT)); } #endif // snow #ifdef SNOW #define NR_OF_SNOW_FRAMES 23 #define NR_OF_SNOW_FLAKES 2000 #define SNOW_TEX_W 256 #define SNOW_TEX_H 256 snowtex.resize(NR_OF_SNOW_FRAMES); vector<Uint8> snowtmptex(SNOW_TEX_W * SNOW_TEX_H * 2, 255); vector<vector2i> snowflakepos(NR_OF_SNOW_FLAKES); vector<int> snowxrand(NR_OF_SNOW_FRAMES); // create random x coordinate sequence (perturbation) vector<unsigned> snowxtrans(SNOW_TEX_W); for (unsigned k = 0; k < SNOW_TEX_W; ++k) { snowxtrans[k] = k; } for (unsigned k = 0; k < SNOW_TEX_W * 20; ++k) { unsigned a = rnd(SNOW_TEX_W), b = rnd(SNOW_TEX_W); unsigned c = snowxtrans[a]; snowxtrans[a] = snowxtrans[b]; snowxtrans[b] = c; } for (unsigned j = 0; j < NR_OF_SNOW_FRAMES; ++j) { snowxrand[j] = rnd(3)-1; } snowflakepos[0] = vector2i(snowxtrans[0], 0); for (unsigned i = 1; i < NR_OF_SNOW_FLAKES; ++i) { vector2i oldpos = snowflakepos[i-1]; for (unsigned j = 0; j < NR_OF_SNOW_FRAMES; ++j) { oldpos.x += snowxrand[(j+3*i)%NR_OF_SNOW_FRAMES]; if (oldpos.x < 0) oldpos.x += SNOW_TEX_W; if (oldpos.x >= SNOW_TEX_W) oldpos.x -= SNOW_TEX_W; oldpos.y += 1; // fixme add more complex "fall down" function if (oldpos.y >= SNOW_TEX_H) { oldpos.x = snowxtrans[oldpos.x]; oldpos.y = 0; } } snowflakepos[i] = oldpos; } for (unsigned i = 0; i < NR_OF_SNOW_FRAMES; ++i) { for (unsigned k = 0; k < SNOW_TEX_W * SNOW_TEX_H * 2; k += 2) snowtmptex[k + 1] = 0; for (unsigned j = 0; j < NR_OF_SNOW_FLAKES; ++j) { snowtmptex[(SNOW_TEX_H*snowflakepos[j].y + snowflakepos[j].x) * 2 + 1] = 255; vector2i& oldpos = snowflakepos[j]; oldpos.x += snowxrand[(j+3*i)%NR_OF_SNOW_FRAMES]; if (oldpos.x < 0) oldpos.x += SNOW_TEX_W; if (oldpos.x >= SNOW_TEX_W) oldpos.x -= SNOW_TEX_W; oldpos.y += 1; // fixme add more complex "fall down" function if (oldpos.y >= SNOW_TEX_H) { oldpos.x = snowxtrans[oldpos.x]; oldpos.y = 0; } } /* ostringstream oss; oss << "snowframe"<<i<<".pgm"; ofstream osg(oss.str().c_str()); osg << "P5\n"<<SNOW_TEX_W<<" "<<SNOW_TEX_H<<"\n255\n"; osg.write((const char*)(&snowtmptex[0]), SNOW_TEX_W * SNOW_TEX_H); */ snowtex.reset(i, new texture(snowtmptex, SNOW_TEX_W, SNOW_TEX_H, GL_LUMINANCE_ALPHA, texture::LINEAR_MIPMAP_LINEAR, texture::REPEAT)); } #endif particle::init(); // level size is N * sample_spacing * 2^j, here we give n = log2(N) // where j is level number from 0 on. // so we compute number of levels: // 2^n * sample_spacing * 2^j_max <= z_far // j_max <= log2(z_far / (2^n * sample_spacing)) // and #levels = j_max+1 // so #levels = floor(log2(z_far / (2^n * sample_spacing))) + 1 //const double z_far = 20000.0; add_loading_screen("user interface initialized"); mygeoclipmap.reset(new geoclipmap(TERRAIN_NR_LEVELS, TERRAIN_RESOLUTION_N, mygame->get_height_gen())); mygeoclipmap->set_viewerpos(gm.get_player()->get_pos()); add_loading_screen("terrain loaded"); }