コード例 #1
0
/**
 * @param node The node to draw
 */
static void UI_MaterialEditorNodeDraw (uiNode_t *node)
{
	int i;
	vec2_t pos;
	int cnt = 0;
	int cntView = 0;
	const int imagesPerLine = (node->size[0] - node->padding) / (IMAGE_WIDTH + node->padding);

	if (UI_AbstractScrollableNodeIsSizeChange(node))
		UI_MaterialEditorNodeUpdateView(node, qfalse);

	/* width too small to display anything */
	if (imagesPerLine <= 0)
		return;

	UI_GetNodeAbsPos(node, pos);

	/* display images */
	for (i = 0; i < r_numImages; i++) {
		image_t *image = R_GetImageAtIndex(i);
		vec2_t imagepos;

#ifndef ANYIMAGES
		/* filter */
		if (image->type != it_world)
			continue;

		if (strstr(image->name, "tex_common"))
			continue;
#endif

		/* skip images before the scroll position */
		if (cnt / imagesPerLine < EXTRADATA(node).scrollY.viewPos) {
			cnt++;
			continue;
		}

		/** @todo do it incremental. Don't need all this math */
		imagepos[0] = pos[0] + node->padding + (cntView % imagesPerLine) * (IMAGE_WIDTH + node->padding);
		imagepos[1] = pos[1] + node->padding + (cntView / imagesPerLine) * (IMAGE_WIDTH + node->padding);

		/* vertical overflow */
		if (imagepos[1] + IMAGE_WIDTH + node->padding >= pos[1] + node->size[1])
			break;

		if (i == node->num) {
#define MARGIN 3
			R_DrawRect(imagepos[0] - MARGIN, imagepos[1] - MARGIN, IMAGE_WIDTH + MARGIN * 2, IMAGE_WIDTH + MARGIN * 2, node->selectedColor, 2, 0xFFFF);
#undef MARGIN
		}

		UI_DrawNormImage(qfalse, imagepos[0], imagepos[1], IMAGE_WIDTH, IMAGE_WIDTH, 0, 0, 0, 0, image);

		cnt++;
		cntView++;
	}
}
コード例 #2
0
static void UI_EditorNodeHighlightNode (uiNode_t *node, const vec4_t color, bool displayAnchor)
{
	vec2_t pos;
	UI_GetNodeAbsPos(node, pos);

	R_DrawRect(pos[0] - 1, pos[1] - 1, node->box.size[0] + 2, node->box.size[1] + 2, color, 1.0, 0x3333);

	if (displayAnchor) {
		UI_DrawFill(pos[0] - anchorSize, pos[1] - anchorSize, anchorSize, anchorSize, color);
		UI_DrawFill(pos[0] - anchorSize, pos[1] + node->box.size[1], anchorSize, anchorSize, color);
		UI_DrawFill(pos[0] + node->box.size[0], pos[1] + node->box.size[1], anchorSize, anchorSize, color);
		UI_DrawFill(pos[0] + node->box.size[0], pos[1] - anchorSize, anchorSize, anchorSize, color);
	}
}
コード例 #3
0
ファイル: ui_node_base.c プロジェクト: kevlund/ufoai
/**
 * @brief Draws a base.
 */
static void UI_BaseMapNodeDraw (uiNode_t * node)
{
	int width, height, row, col;
	const building_t *building;
	const base_t *base = B_GetCurrentSelectedBase();
	qboolean used[MAX_BUILDINGS];

	if (!base) {
		UI_PopWindow(qfalse);
		return;
	}

	/* reset the used flag */
	OBJZERO(used);

	width = node->size[0] / BASE_SIZE;
	height = node->size[1] / BASE_SIZE + BASE_IMAGE_OVERLAY;

	for (row = 0; row < BASE_SIZE; row++) {
		const char *image = NULL;
		for (col = 0; col < BASE_SIZE; col++) {
			vec2_t pos;
			UI_GetNodeAbsPos(node, pos);
			pos[0] += col * width;
			pos[1] += row * (height - BASE_IMAGE_OVERLAY);

			/* base tile */
			if (B_IsTileBlocked(base, col, row)) {
				building = NULL;
				image = "base/invalid";
			} else if (B_GetBuildingAt(base, col, row) == NULL) {
				building = NULL;
				image = "base/grid";
			} else {
				building = B_GetBuildingAt(base, col, row);
				assert(building);

				if (building->image)
					image = building->image;

				/* some buildings are drawn with two tiles - e.g. the hangar is no square map tile.
				 * These buildings have the needs parameter set to the second building part which has
				 * its own image set, too. We are searching for this second building part here. */
				if (B_BuildingGetUsed(used, building->idx))
					continue;
				B_BuildingSetUsed(used, building->idx);
			}

			/* draw tile */
			if (image != NULL)
				UI_DrawNormImageByName(qfalse, pos[0], pos[1], width * (building ? building->size[0] : 1), height * (building ? building->size[1] : 1), 0, 0, 0, 0, image);
			if (building) {
				switch (building->buildingStatus) {
				case B_STATUS_DOWN:
				case B_STATUS_CONSTRUCTION_FINISHED:
					break;
				case B_STATUS_UNDER_CONSTRUCTION:
					{
						const float time = max(0.0, B_GetConstructionTimeRemain(building));
						UI_DrawString("f_small", ALIGN_UL, pos[0] + 10, pos[1] + 10, pos[0] + 10, node->size[0], 0, va(ngettext("%3.1f day left", "%3.1f days left", time), time), 0, 0, NULL, qfalse, 0);
						break;
					}
					default:
						break;
				}
			}
		}
	}

	if (!node->state)
		return;

	UI_BaseMapGetCellAtPos(node, mousePosX, mousePosY, &col, &row);
	if (col == -1)
		return;

	/* if we are building */
	if (ccs.baseAction == BA_NEWBUILDING) {
		int y, x;
		int xCoord, yCoord, widthRect, heigthRect;
		vec2_t pos;

		assert(base->buildingCurrent);

		for (y = row; y < row + base->buildingCurrent->size[1]; y++) {
			for (x = col; x < col + base->buildingCurrent->size[0]; x++) {
				if (!B_MapIsCellFree(base, x, y))
					return;
			}
		}

		UI_GetNodeAbsPos(node, pos);
		xCoord = pos[0] + col * width;
		yCoord = pos[1] + row * (height - BASE_IMAGE_OVERLAY);
		widthRect = base->buildingCurrent->size[0] * width;
		heigthRect = base->buildingCurrent->size[1] * (height - BASE_IMAGE_OVERLAY);
		R_DrawRect(xCoord, yCoord, widthRect, heigthRect, white, 3, 1);
	}
}
コード例 #4
0
ファイル: cl_sequence.cpp プロジェクト: ufoai/ufoai
/**
 * @brief Renders text and images
 * @sa SEQ_InitStartup
 * @param[in] context Sequence context
 * @param[in] backgroundObjects if true, draw background objects, else display foreground objects
 */
static void SEQ_Render2D (sequenceContext_t* context, bool backgroundObjects)
{
	int height = 0;

	/* add texts */
	for (int i = 0; i < context->numObj2Ds; i++) {
		seq2D_t* s2d = &context->obj2Ds[i];
		if (!s2d->inuse)
			continue;
		if (backgroundObjects != s2d->inBackground)
			continue;

		if (s2d->relativePos && height > 0) {
			s2d->pos[1] += height;
			s2d->relativePos = false;
		}
		/* advance in time */
		for (int j = 0; j < 4; j++) {
			s2d->color[j] += cls.frametime * s2d->fade[j];
			if (s2d->color[j] < 0.0)
				s2d->color[j] = 0.0;
			else if (s2d->color[j] > 1.0)
				s2d->color[j] = 1.0;
		}
		for (int j = 0; j < 2; j++) {
			s2d->pos[j] += cls.frametime * s2d->speed[j];
			s2d->size[j] += cls.frametime * s2d->enlarge[j];
		}

		/* outside the screen? */
		/** @todo We need this check - but this does not work */
		/*if (s2d->pos[1] >= VID_NORM_HEIGHT || s2d->pos[0] >= VID_NORM_WIDTH)
			continue;*/

		/* render */
		R_Color(s2d->color);

		/* image can be background */
		if (s2d->image[0] != '\0') {
			const image_t* image = R_FindImage(s2d->image, it_pic);
			R_DrawImage(s2d->pos[0], s2d->pos[1], image);
		}

		/* bgcolor can be overlay */
		if (s2d->bgcolor[3] > 0.0)
			R_DrawFill(s2d->pos[0], s2d->pos[1], s2d->size[0], s2d->size[1], s2d->bgcolor);

		/* border */
		if (s2d->border > 0 && s2d->bordercolor[3] > 0.0)
			R_DrawRect(s2d->pos[0], s2d->pos[1], s2d->size[0], s2d->size[1], s2d->bordercolor, s2d->border, 0xFFFF);

		/* render */
		R_Color(s2d->color);

		/* gettext placeholder */
		if (s2d->text) {
			int maxWidth = (int) s2d->size[0];
			if (maxWidth <= 0)
				maxWidth = VID_NORM_WIDTH;
			height += UI_DrawString(s2d->font, s2d->align, s2d->pos[0], s2d->pos[1], s2d->pos[0], maxWidth, -1 /** @todo use this for some nice line spacing */, CL_Translate(s2d->text));
		}
	}
	R_Color(nullptr);
}
コード例 #5
0
ファイル: ui_render.cpp プロジェクト: ufoai/ufoai
void UI_DrawRect (int x, int y, int w, int h, const vec4_t color, float lineWidth, int pattern)
{
	R_DrawRect(x, y, w, h, color, lineWidth, pattern);
}