/*----------------------------------------------------------------------------- Name : tmNumberRUsDraw Description : Callback to draw number of RU's available Inputs : Outputs : Return : ----------------------------------------------------------------------------*/ void tmNumberRUsDraw(featom *atom, regionhandle region) { sdword width; fonthandle oldfont; rectangle rect = region->rect; tmNumberRUsRegion = region; oldfont = fontMakeCurrent(tmTechListFont); width = fontWidthf("%d", universe.curPlayerPtr->resourceUnits);//width of number primModeSet2(); primRectSolid2(&rect, colRGB(0, 0, 0)); glEnable(GL_SCISSOR_TEST); glScissor(rect.x0, MAIN_WindowHeight - rect.y1, rect.x1 - rect.x0, rect.y1 - rect.y0); glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); feStaticRectangleDraw(region); //draw regular rectangle as backdrop fontPrintf(region->rect.x1 - width - TM_RUMarginRight, (region->rect.y1 - region->rect.y0 - fontHeight(NULL)) / 2 + region->rect.y0, atom->borderColor, "%d", universe.curPlayerPtr->resourceUnits); fontMakeCurrent(oldfont); }
/*----------------------------------------------------------------------------- Name : svCoverageRender Description : Callback which draws the coverage stat in ship view. Inputs : standard FE callback Outputs : .. Return : void ----------------------------------------------------------------------------*/ void svCoverageRender(featom *atom, regionhandle region) { rectangle *rect = ®ion->rect; sdword width; fonthandle currentFont; char buftemp[50]; uword coverage; ShipStaticInfo *info = GetShipStaticInfoSafe(svShipType, universe.curPlayerPtr->race); svCoverageRegion = region; if (FELASTCALL(atom)) { svCoverageRegion = NULL; return; } if(svShipType == DefaultShip) { return; } if (info == NULL) { info = GetShipStaticInfoSafe(svShipType, GetValidRaceForShipType(svShipType)); } if (info == NULL) { return; //maybe print UNKNOWN! } currentFont = fontMakeCurrent(svShipStatFont); coverage = svShipCoverage(info); if(coverage != 0) { sprintf(buftemp,"%d %s",coverage,ShipStatToNiceStr(CoverageUnits)); } else { sprintf(buftemp,"%s","-"); } sprintf(buf,ShipStatToNiceStr(Coverage),buftemp); width = fontWidthf("%s",buf); if (RGLtype == SWtype) primRectSolid2(®ion->rect, FEC_Background); fontPrintf( rect->x0,//rect->x1 - width, rect->y0, FEC_ListItemStandard, "%s",buf); fontMakeCurrent(currentFont); }
/*----------------------------------------------------------------------------- Name : svMassRender Description : Callback which draws the mass stat in ship view. Inputs : standard FE callback Outputs : .. Return : void ----------------------------------------------------------------------------*/ void svMassRender(featom *atom, regionhandle region) { rectangle *rect = ®ion->rect; fonthandle currentFont; sdword width; char buftemp[50]; ShipStaticInfo *info = GetShipStaticInfoSafe(svShipType, universe.curPlayerPtr->race); svMassRegion = region; if (FELASTCALL(atom)) { svMassRegion = NULL; return; } if(svShipType == DefaultShip) { return; } if (info == NULL) { info = GetShipStaticInfoSafe(svShipType, GetValidRaceForShipType(svShipType)); } if (info == NULL) { return; } currentFont = fontMakeCurrent(svShipStatFont); //sprintf(buf, "%d", (uword)info->staticheader.mass); //Mass str contains a %d for the mass to expand into sprintf(buftemp,"%d",(udword)info->staticheader.mass); sprintf(buf,ShipStatToNiceStr(Mass),buftemp); width = fontWidthf("%s", buf); //width of number //ShipTypeStatToNiceStr(svShipType, Mass));//width of number if (RGLtype == SWtype) primRectSolid2(®ion->rect, FEC_Background); fontPrintf( rect->x0,//rect->x1 - width, rect->y0, FEC_ListItemStandard, "%s", buf); //ShipTypeStatToNiceStr(svShipType, Mass)); fontMakeCurrent(currentFont); }
/*----------------------------------------------------------------------------- Name : svArmorRender Description : Callback which draws the armor stat in ship view. Inputs : standard FE callback Outputs : .. Return : void ----------------------------------------------------------------------------*/ void svArmorRender(featom *atom, regionhandle region) { rectangle *rect = ®ion->rect; sdword width; char buftemp[50]; fonthandle currentFont; ShipStaticInfo *info = GetShipStaticInfoSafe(svShipType, universe.curPlayerPtr->race); svArmorRegion = region; if (FELASTCALL(atom)) { svArmorRegion = NULL; return; } if(svShipType == DefaultShip) { return; } if (info == NULL) { info = GetShipStaticInfoSafe(svShipType, GetValidRaceForShipType(svShipType)); } if (info == NULL) { return; } svArmorRegion = region; currentFont = fontMakeCurrent(svShipStatFont); sprintf(buftemp,"%d",(udword) info->maxhealth); sprintf(buf,ShipStatToNiceStr(Armor),buftemp); width = fontWidthf("%s",buf); if (RGLtype == SWtype) primRectSolid2(®ion->rect, FEC_Background); fontPrintf( rect->x0,//rect->x1 - width, rect->y0, FEC_ListItemStandard, "%s",buf); fontMakeCurrent(currentFont); }
/*----------------------------------------------------------------------------- Name : svShipViewRender Description : Callback which draws the main ship view. Inputs : standard FE callback Outputs : .. Return : void ----------------------------------------------------------------------------*/ void svShipViewRender(featom* atom, regionhandle region) { rectangle drawRect; rectangle* rect; rectangle viewRect; fonthandle currentFont; GLint viewPort[4]; GLint box[4]; ShipStaticInfo* info; real32 scale; sdword width, height; sdword x, y; keyindex key; char* keystring; bool resetRender = FALSE; char temp[100]; // facilitates smooth transition between auto/manual rotation of ship static real32 angle_user_rotated_to = 0.0f; static real32 declination_user_rotated_to = 0.0f; static real32 time_user_rotated_view = 0.0f; real32 real_time_angle = 0.0f; static real32 user_real_angle_offset = 0.0f; rect = ®ion->rect; viewRect.x0 = 0; viewRect.y0 = 0; viewRect.x1 = MAIN_WindowWidth - 1; viewRect.y1 = MAIN_WindowHeight - 1; info = NULL; if (svShipType != DefaultShip) { if (universe.curPlayerPtr) { info = GetShipStaticInfoSafe(svShipType, universe.curPlayerPtr->race); } if (info == NULL) { info = GetShipStaticInfoSafe(svShipType, GetValidRaceForShipType(svShipType)); } if (info == NULL) { return; } } svShipViewRegion = region; if (!resetRender) { if (svMouseInside) { ferDrawFocusWindow(region, lw_focus); } else { ferDrawFocusWindow(region, lw_normal); } } soundEventUpdate(); currentFont = fontMakeCurrent(svShipViewFont); if (region->flags == 0 || region->flags == RPE_DrawFunctionAdded) { //if region not processed yet region->flags = RPE_Enter | RPE_Exit | RPE_WheelDown | RPE_WheelUp | RPE_PressLeft | RPE_ReleaseLeft | RPE_PressRight | RPE_ReleaseRight; regFunctionSet(region, (regionfunction) svReadMouseEvent); //set new region handler function } //scale = *svScale[svShipType]; //svCamera.closestZoom = *svMinZoom[svShipType]; //svCamera.farthestZoom = *svMaxZoom[svShipType]; scale = 1.0f; //*svScale[svShipType]; if(svShipType != DefaultShip) { svCamera.closestZoom = info->minimumZoomDistance*svZoomInScalar; svCamera.farthestZoom = (svCamera.closestZoom+info->staticheader.staticCollInfo.approxcollspheresize)*svZoomOutScalar; if(ReZoom) { ReZoom=FALSE; cameraZoom(&svCamera,1.0f,FALSE); } if (svMouseInside && (wheel_down || wheel_up)) { cameraControl(&svCamera, FALSE); } else if (svMouseInside && svMousePressRight) { camMouseX = (svMouseCentreX - mouseCursorX()) * 4; //was 2 camMouseY = (svMouseCentreY - mouseCursorY()) * 4; savecamMouseX = savecamMouseX * SPIN_FEEDBACK + (real32)camMouseX * (1.0f - SPIN_FEEDBACK); cameraControl(&svCamera, FALSE); //update the camera mouseCursorHide(); mousePositionSet(svMouseCentreX, svMouseCentreY); // Reset position so it doesn't walk off region // keep track of where the user left the camera so we can sync auto-rotation with it angle_user_rotated_to = svCamera.angle; declination_user_rotated_to = svCamera.declination; time_user_rotated_view = universe.totaltimeelapsed; } else // auto rotate ship model { // continual 360 degree yaw rotation real_time_angle = DEG_TO_RAD(remainder(universe.totaltimeelapsed, SV_360_ROTATION_SECS) / SV_360_ROTATION_SECS * 360); if (angle_user_rotated_to >= 0.0) { user_real_angle_offset = angle_user_rotated_to - real_time_angle; angle_user_rotated_to = -1.0; } svCamera.angle = real_time_angle + user_real_angle_offset; // collapse pitch to default declination if (time_user_rotated_view > 0.0) { if (universe.totaltimeelapsed > time_user_rotated_view + SV_PITCH_FLATTEN_SECS) { svCamera.declination = DEG_TO_RAD(svDeclination); time_user_rotated_view = 0.0; } else { svCamera.declination = declination_user_rotated_to + (DEG_TO_RAD(svDeclination) - declination_user_rotated_to) * ((universe.totaltimeelapsed - time_user_rotated_view) / SV_PITCH_FLATTEN_SECS); } } if (svMouseInside) mouseCursorShow(); } } //rotation drawRect.x0 = rect->x0 + SV_ViewMargin; drawRect.y0 = rect->y0 + SV_ViewMargin; drawRect.x1 = rect->x1 - SV_ViewMargin; drawRect.y1 = rect->y1 - SV_ViewMargin; width = drawRect.x1 - drawRect.x0; height = drawRect.y1 - drawRect.y0; glGetIntegerv(GL_VIEWPORT, viewPort); glViewport(drawRect.x0, MAIN_WindowHeight - drawRect.y1, width, height); primModeSet2(); if (!resetRender) { primRectSolid2(&viewRect, FEC_Background); } primModeClear2(); glEnable(GL_SCISSOR_TEST); glGetIntegerv(GL_SCISSOR_BOX, box); glScissor(drawRect.x0, MAIN_WindowHeight - drawRect.y1, width, height); glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); rndPerspectiveCorrection(TRUE); //svCamera.lookatpoint.x = -info->staticheader.staticCollInfo.collsphereoffset.z * scale; //svCamera.lookatpoint.y = -info->staticheader.staticCollInfo.collsphereoffset.x * scale; //svCamera.lookatpoint.z = -info->staticheader.staticCollInfo.collsphereoffset.y * scale; if (svShipType == DefaultShip) { svCamera.lookatpoint.x=0.0f; svCamera.lookatpoint.y=0.0f; svCamera.lookatpoint.z=0.0f; } else { svCamera.lookatpoint.x = -info->staticheader.staticCollInfo.collsphereoffset.z; svCamera.lookatpoint.y = -info->staticheader.staticCollInfo.collsphereoffset.x; svCamera.lookatpoint.z = -info->staticheader.staticCollInfo.collsphereoffset.y; } cameraSetEyePosition(&svCamera); rndLightingEnable(TRUE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); rgluPerspective( svCamera.fieldofview, (float)(width) / (float)(height) /*rndAspectRatio*/, //set projection matrix svCamera.clipPlaneNear, svCamera.clipPlaneFar); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rgluLookAt( svCamera.eyeposition.x, svCamera.eyeposition.y, svCamera.eyeposition.z, svCamera.lookatpoint.x, svCamera.lookatpoint.y, svCamera.lookatpoint.z, svCamera.upvector.x, svCamera.upvector.y, svCamera.upvector.z); glPushMatrix(); glRotatef(-90.0f, 0.0f, 1.0f, 0.0f); glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)(&rndCameraMatrix)); glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *)(&rndProjectionMatrix)); glEnable(GL_NORMALIZE); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition0); //position light(s) within world glScalef(scale, scale, scale); if (svShipType != DefaultShip) { sdword index; //try player index colours first index = universe.curPlayerIndex; if (info->teamColor[index] == 0) { //colour scheme doesn't exist, search for something valid for (index = 0; index < MAX_MULTIPLAYER_PLAYERS; index++) { if (info->teamColor[index] != 0) { break; } } if (index == MAX_MULTIPLAYER_PLAYERS) { //this ship doesn't have any colour info, //at least avoid a GPF index = universe.curPlayerIndex; } } meshRender((meshdata *)info->staticheader.LOD->level[0].pData, index); } glDisable(GL_NORMALIZE); glPopMatrix(); primModeSet2(); glScissor(box[0], box[1], box[2], box[3]); glViewport(viewPort[0], viewPort[1], viewPort[2], viewPort[3]); rndLightingEnable(FALSE); rndPerspectiveCorrection(FALSE); x = rect->x0 + 2 + SV_ViewMargin; y = rect->y0 + 2 + SV_ViewMargin; if (svShipType != DefaultShip && !resetRender) { fontPrintf( x, y, FEC_ListItemStandard, "%s", ShipTypeToNiceStr(svShipType)); y += fontHeight(" "); sprintf(temp, "%s %d %s",strGetString(strSVCost),info->buildCost, strGetString(strSVRUs)); fontPrintf( x, y, FEC_ListItemStandard, temp); if (cmPrintHotKey) { x = rect->x1 - 2 - SV_ViewMargin; y = rect->y0 + 2 + SV_ViewMargin; key = cmShipTypeToKey(svShipType); keystring = opKeyToNiceString((keyindex)(key & 0x00ff)); if (key & CM_SHIFT) { width = fontWidthf("[SHIFT-%s]",keystring); fontPrintf( x-width, y, FEC_ListItemStandard, "[SHIFT-%s]", keystring); } else if (key) { width = fontWidthf("[%s]",keystring); fontPrintf( x-width, y, FEC_ListItemStandard, "[%s]", keystring); } } } fontMakeCurrent(currentFont); svDirtyShipView(); }
/*----------------------------------------------------------------------------- Name : tmTechCostsDraw Description : Draw the cost of building selected techs. Inputs : feflow callback Outputs : .. Return : void ----------------------------------------------------------------------------*/ void tmCostListDraw(featom *atom, regionhandle region) { udword price; sdword x, y, index; rectangle *rect = ®ion->rect; bool newline=FALSE; color c; fonthandle currentFont; sdword numlines; currentFont = fontCurrentGet(); fontMakeCurrent(tmTechListFont); tmCostListRegion = region; numlines = 0; for (index=0; index<TM_NUM_TECHS; index++) { if (tmTechForSale[index] == TM_TECH_IS_FOR_SALE) newline=TRUE; if (newline) { newline = FALSE; numlines++; } } y = region->rect.y0 + TM_ASMarginTop; newline=FALSE; numlines=0; for (index=0; index < TM_NUM_TECHS; index++) { price = (tmTechPrice[index] * tmPriceScale) / 100; if (y + fontHeight(" ") >= region->rect.y1) { break; } if (tmTechForSale[index] == TM_TECH_IS_FOR_SALE) { if (universe.curPlayerPtr->resourceUnits < price) { //if this tech already selected c = TM_CantAffordTextColor; } else { c = TM_StandardTextColor; } //tech fancy name x = rect->x1 - TM_ASMarginLeft - fontWidthf("%d", price); fontPrintf(x, y, c, "%d", price); newline = TRUE; tmDirtyTechInfo(); } if (newline) { newline = FALSE; y+= fontHeight(" ") + TM_ASInterSpacing; } } fontMakeCurrent(currentFont); }