//--------------------------------------------------- void SafeAreaRenderer::DrawSafeArea( const char* text, const Vec2& border_pecentage) { ScreenLayoutManager* pLayout = m_pScreenLayout; const Vec2 cur_safe = pLayout->GetSafeAreaBorderScreenProportion( pLayout->GetCurSafeAreaId() ); // good bad const bool inSafeArea = (border_pecentage.x>=cur_safe.x); float r = inSafeArea ? 0.0f : 1.0f; float g = inSafeArea ? 1.0f : 0.0f; float b = 0.06f; float a = inSafeArea ? 0.5f : 1.0f; ColorF screen_edge_color( r, g, b, a ); const float screen_width = (float)pLayout->GetVirtualWidth(); const float screen_height = (float)pLayout->GetVirtualHeight(); const float x_safe = border_pecentage.x * screen_width; const float y_safe = border_pecentage.y * screen_height; const float x1 = x_safe; const float x2 = screen_width - x_safe; const float y1 = y_safe; const float y2 = screen_height -y_safe; m_p2dRenderUtils->DrawRect( x1, y1, x2-x1, y2-y1, screen_edge_color ); // Label m_p2dRenderUtils->SetFont(gEnv->pCryFont->GetFont("default")); m_p2dRenderUtils->DrawText( x_safe, screen_height - y_safe, 15.0f, 15.0f, text, screen_edge_color ); }
void CPlayerStateSpectate::DrawSpectatorFade() { // If we're in a host migration we don't get ticked since the game is paused, still need to update the // fade though otherwise players end up on a black screen for several seconds if (g_pGame->GetHostMigrationState() != CGame::eHMS_NotMigrating) { m_fFadeOutAmount = max(m_fFadeOutAmount - gEnv->pTimer->GetFrameTime(ITimer::ETIMER_UI), 0.f); } const float fCurrentFadeOut = m_fFadeOutAmount; C2DRenderUtils* pRenderUtils = g_pGame->GetUI()->Get2DRenderUtils(); ScreenLayoutManager* pLayoutManager = g_pGame->GetUI()->GetLayoutManager(); ScreenLayoutStates prevLayoutState = pLayoutManager->GetState(); pLayoutManager->SetState(eSLO_DoNotAdaptToSafeArea|eSLO_ScaleMethod_None); ColorF color(0.f, 0.f, 0.f, fCurrentFadeOut); float width = pLayoutManager->GetVirtualWidth(); float height = pLayoutManager->GetVirtualHeight(); gEnv->pRenderer->SetState(GS_NODEPTHTEST); pRenderUtils->DrawQuad(0, 0, width, height, color); pLayoutManager->SetState(prevLayoutState); }
//--------------------------------------------------- void SafeAreaRenderer::DrawSafeAreas( void ) { #if ENABLE_HUD_EXTRA_DEBUG if( m_interactiveResize && !m_pResizer ) { m_pResizer = new SafeAreaResizer(m_pScreenLayout); } else if(m_pResizer && !m_interactiveResize) { SAFE_DELETE( m_pResizer ); } #endif ScreenLayoutManager* pLayout = m_pScreenLayout; const Vec2 fullscreen_border = pLayout->GetSafeAreaBorderScreenProportion( eHSAID_fullscreen ); const Vec2 title_safe_border = pLayout->GetSafeAreaBorderScreenProportion( eHSAID_title ); const Vec2 sony_trc_safe_border = pLayout->GetSafeAreaBorderScreenProportion( eHSAID_PS3_trc ); const Vec2 action_safe_border = pLayout->GetSafeAreaBorderScreenProportion( eHSAID_action ); // Get state so we can reset later ScreenLayoutStates prev_state = pLayout->GetState(); // Set to null state so we can render full screen. pLayout->SetState(eSLO_DoNotAdaptToSafeArea|eSLO_ScaleMethod_None); DrawSafeArea( string().Format( "fullscreen area : should not see me! %d%%x,%d%%y", (int)(100.0f*fullscreen_border.x), (int)(100.0f*fullscreen_border.y) ).c_str(), fullscreen_border ); DrawSafeArea( string().Format( "NTSC/PAL title safe %d%%x,%d%%y", (int)(100.0f*title_safe_border.x), (int)(100.0f*title_safe_border.y) ).c_str(), title_safe_border ); DrawSafeArea( string().Format( "sony trc safe %d%%x,%d%%y", (int)(100.0f*sony_trc_safe_border.x), (int)(100.0f*sony_trc_safe_border.y) ).c_str(), sony_trc_safe_border ); DrawSafeArea( string().Format( "NTSC/PAL action safe %d%%x,%d%%y", (int)(100.0f*action_safe_border.x), (int)(100.0f*action_safe_border.y) ).c_str(), action_safe_border ); if( pLayout->GetCurSafeAreaId() == eHSAID_custom ) { const Vec2 custom_safe_border = pLayout->GetSafeAreaBorderScreenProportion( eHSAID_custom ); DrawSafeArea( string().Format( "Custom safe %d%%x,%d%%y (%d,%d)pixels", (int)(100.0f*custom_safe_border.x), (int)(100.0f*custom_safe_border.y), (int)(gEnv->pRenderer->GetWidth()*(1.0f-(2.0f*custom_safe_border.x))), (int)(gEnv->pRenderer->GetHeight()*(1.0f-(2.0f*custom_safe_border.y)) ) ).c_str(), custom_safe_border );// , (int)(100.0f*m_customSafeArea)) } // Size debug const float screen_width = (float)pLayout->GetVirtualWidth(); const float screen_height = (float)pLayout->GetVirtualHeight(); const Vec2 cur_safe = pLayout->GetSafeAreaBorderScreenProportion( pLayout->GetCurSafeAreaId() ); const vector2f orig( cur_safe.x * screen_width, cur_safe.y * screen_height ); const vector2f max( screen_width - (cur_safe.x * screen_width), screen_height - (cur_safe.y * screen_height) ); ColorF pos_text(1.0f, 1.0f, 1.0f, 1.0f); m_p2dRenderUtils->SetFont( gEnv->pCryFont->GetFont("default") ); m_p2dRenderUtils->DrawText( orig.x, orig.y, 15.0f, 15.0f, "(0,0)", pos_text); m_p2dRenderUtils->DrawText( max.x, max.y, 15.0f, 15.0f, "(800,600)", pos_text, UIDRAWHORIZONTAL_RIGHT, UIDRAWVERTICAL_BOTTOM); pLayout->SetState(prev_state); }