コード例 #1
0
static void drawDebugEntities() {
	
	for(size_t i = 1; i < entities.size(); i++) {
		const EntityHandle handle = EntityHandle(i);
		Entity * entity = entities[handle];
		
		if(!entity) {
			continue;
		}
		
		Color color = Color::white;
		bool visible = true;
		switch(entity->show) {
			case SHOW_FLAG_DESTROYED:    continue; // Don't even display the name
			case SHOW_FLAG_IN_INVENTORY: continue;
			case SHOW_FLAG_ON_PLAYER:    continue;
			case SHOW_FLAG_LINKED:       continue;
			case SHOW_FLAG_NOT_DRAWN:    color = Color::magenta; visible = false; break;
			case SHOW_FLAG_HIDDEN:       color = Color::yellow;  visible = false; break;
			case SHOW_FLAG_MEGAHIDE:     color = Color::green;   visible = false; break;
			case SHOW_FLAG_KILLED:       color = Color::red;     visible = false; break;
			case SHOW_FLAG_IN_SCENE:     color = Color::white;   visible = true;  break;
			case SHOW_FLAG_TELEPORTING:  color = Color::blue;    visible = true;  break;
		}
		if((entity->ioflags & IO_CAMERA) || (entity->ioflags & IO_MARKER)) {
			color = Color::gray(0.7f), visible = false;
		}
		if(DRAGINTER == entity) {
			color = Color::white, visible = true;
		}
		
		if(visible) {
			drawDebugBoundingBox(entity->bbox2D, Color::blue);
		}
		
		if(closerThan(entity->pos, player.pos, DebugTextMaxDistance)) {
			
			if(visible && entity->bbox2D.valid()) {
				int x = (entity->bbox2D.min.x + entity->bbox2D.max.x) / 2;
				int y = entity->bbox2D.min.y - hFontDebug->getLineHeight() - 2;
				UNICODE_ARXDrawTextCenter(hFontDebug, Vec2f(x, y), entity->idString(), color);
			} else {
				drawTextAt(hFontDebug, entity->pos, entity->idString(), color);
			}
			
			if(entity->obj) {
				for(size_t j = 0; j < entity->obj->linked.size(); j++) {
					Vec3f pos = actionPointPosition(entity->obj, entity->obj->linked[j].lidx);
					Entity * other = entity->obj->linked[j].io;
					drawTextAt(hFontDebug, pos, other->idString(), Color::cyan);
				}
			}
			
		}
		
	}
	
}
コード例 #2
0
ファイル: MessageQueue.cpp プロジェクト: ppeschke/hexar
void MessageQueue::Render()
{
	RECT rect = {0, 0, 256, 300};
	drawTextAt(bigMessageString.c_str(), &rect);
}
コード例 #3
0
static void drawDebugPaths() {
	
	GRenderer->SetRenderState(Renderer::DepthTest, false);
	
	for(long i = 0; i < nbARXpaths; i++) {
		
		ARX_PATH * path = ARXpaths[i];
		if(!path) {
			continue;
		}
		
		Vec3f center = Vec3f_ZERO;
		int n = 0;
		
		std::vector<Vec3f> points;
		for(long i = 0; i < path->nb_pathways; i++) {
			const ARX_PATHWAY & node = path->pathways[i];
			Vec3f pos = path->pos + node.rpos;
			points.push_back(pos);
			center += pos, n++;
			if(node.flag == PATHWAY_BEZIER) {
				// Interpolate bezier curve by creating linear segments
				if(i + 2 >= path->nb_pathways) {
					break;
				}
				const size_t nsegments = 20;
				for(size_t j = 0; j < nsegments; j++) {
					points.push_back(path->interpolateCurve(i, float(j) / nsegments));
				}
				i++; // Skip the control point
			}
		}
		
		// Zones only check the bounding box for the y coordinate - adjust display for that
		if(path->height > 0) {
			for(size_t i = 0; i < points.size(); i++) {
				points[i].y = path->bbmin.y;
			}
		}
		
		if(path->height != 0 || ((path->flags & PATH_LOOP) && points.size() > 0)) {
			points.push_back(points[0]);
		}
		
		Color color = (path->height != 0) ? Color::green : Color::red;
		
		for(size_t i = 0; i + 1 < points.size(); i++) {
			drawLine(points[i], points[i + 1], color);
		}
		
		if(path->height > 0) {
			Vec3f offset(0.f, (path->bbmax.y - path->bbmin.y), 0.f);
			for(size_t i = 0; i + 1 < points.size(); i++) {
				drawLine(points[i] + offset, points[i + 1] + offset, color);
			}
			for(size_t i = 0; i < points.size(); i++) {
				drawLine(points[i], points[i] + offset, color);
			}
		}
		
		// Display the name and controlling entity for close zones
		if(!path->name.empty() || !path->controled.empty()) {
			if(path->height > 0) {
				center = (path->bbmin + path->bbmax) / 2.f;
			} else if(n != 0) {
				center /= float(n);
			} else {
				center = path->pos;
			}
			if(closerThan(center, player.pos, DebugTextMaxDistance)) {
				std::string controlledby;
				if(!path->controled.empty()) {
					controlledby = "Controlled by: " + path->controled;
				}
				Color textcolor = color * 0.5f + Color::gray(0.5f);
				drawTextAt(hFontDebug, center, path->name, textcolor, controlledby);
			}
		}
		
	}
	
	GRenderer->SetRenderState(Renderer::DepthTest, true);
	
}
コード例 #4
0
static void drawDebugPathFinding() {
	
	if(!ACTIVEBKG || !ACTIVEBKG->anchors) {
		return;
	}
	
	const float zbias = 0.00001f;
	
	for(long i = 0; i < ACTIVEBKG->nbanchors; i++) {
		
		const ANCHOR_DATA & node = ACTIVEBKG->anchors[i];
		
		Color color1 = (node.flags & ANCHOR_FLAG_BLOCKED) ? Color::blue : Color::green;
		for(long j = 0; j < node.nblinked; j++) {
			long k = node.linked[j];
			if(k >= 0 && k < ACTIVEBKG->nbanchors && i < k) {
				const ANCHOR_DATA & other = ACTIVEBKG->anchors[k];
				Color color2 = (other.flags & ANCHOR_FLAG_BLOCKED) ? Color::blue : Color::green;
				drawLine(node.pos, other.pos, color1, color2, zbias);
			}
		}
		
		if(node.height != 0.f) {
			Vec3f toppos = node.pos + Vec3f(0.f, node.height, 0.f);
			drawLine(node.pos, toppos, Color::blue, zbias);
		}
		
	}
	
	// Highlight active paths
	for(size_t i = 1; i < entities.size(); i++) {
		const EntityHandle handle = EntityHandle(i);
		const Entity * entity = entities[handle];
		
		if(!entity || !(entity->ioflags & IO_NPC)) {
			continue;
		}
		const IO_PATHFIND & pathfind = entity->_npcdata->pathfind;
		if(pathfind.listnb <= 0 || !pathfind.list) {
			continue;
		}
		
		// Draw visited nodes yellow and target nodes as red
		for(long j = 1; j < pathfind.listnb; j++) {
			short k0 = pathfind.list[j - 1], k1 = pathfind.list[j];
			if(k0 >= 0 && k0 < ACTIVEBKG->nbanchors && k1 >= 0 && k1 < ACTIVEBKG->nbanchors) {
				const ANCHOR_DATA & n0 = ACTIVEBKG->anchors[k0], & n1 = ACTIVEBKG->anchors[k1];
				Color color0 = (j     <= pathfind.listpos) ? Color::yellow : Color::red;
				Color color1 = (j + 1 <= pathfind.listpos) ? Color::yellow : Color::red;
				drawLine(n0.pos, n1.pos, color0, color1, 2.f * zbias);
			}
		}
		
		// Highlight end nodes
		short k0 = pathfind.list[pathfind.listnb - 1];
		if(k0 >= 0 && k0 < ACTIVEBKG->nbanchors) {
			Anglef angle(0.f, 0.f, 0.f);
			Vec3f scale(0.5f);
			RenderMaterial mat;
			mat.setBlendType(RenderMaterial::Opaque);
			mat.setDepthTest(true);
			
			Draw3DObject(g_nodeObject, angle, ACTIVEBKG->anchors[k0].pos, scale, Color3f::white, mat);
		}
		
		// Show entity ID at the active node
		if(pathfind.listpos < pathfind.listnb) {
			short k1 = pathfind.list[pathfind.listpos];
			if(k1 >= 0 && k1 < ACTIVEBKG->nbanchors) {
				if(closerThan(ACTIVEBKG->anchors[k1].pos, player.pos, DebugTextMaxDistance)) {
					drawTextAt(hFontDebug, ACTIVEBKG->anchors[k1].pos, entity->idString());
					GRenderer->SetRenderState(Renderer::DepthTest, true);
				}
			}
		}
		
	}
	
}
コード例 #5
0
ファイル: gigraph.cpp プロジェクト: Vito2015/vgcore
float GiGraphics::drawTextAt(int argb, const char* text, const Point2d& pnt, float h, int align, float angle)
{
    return drawTextAt((GiTextWidthCallback *)0, argb, text, pnt, h, align, angle);
}