예제 #1
0
void GSMain::Draw2d()
{
  AmjuGL::Viewport(0, 0, Screen::X(), Screen::Y());
  TheHud::Instance()->Draw();
  
  // Store scaled modelview matrix
  float mat[16];
  AmjuGL::GetMatrix(AmjuGL::AMJU_MODELVIEW_MATRIX, mat);

  // Split screen -- draw all screens
  int numVps = TheViewportManager::Instance()->GetNumViewports();
  for (int i = 0; i < numVps; i++)
  {
    AmjuGL::SetMatrixMode(AmjuGL::AMJU_MODELVIEW_MATRIX);
    AmjuGL::SetIdentity();
    // Restore scaled mv matrix
    AmjuGL::MultMatrix(mat);

    TheViewportManager::Instance()->GetViewport(i)->Draw2d();
  }
  m_gui->Draw(); // split screen line etc

  TheLurker::Instance()->Draw();

#ifdef GEKKO
  TheCursorManager::Instance()->Draw();
#endif

#ifdef SHOW_INFO
  // TODO Switch on/off
  if (true)
  {
    static GuiText t;
    t.SetFgCol(Colour(1, 1, 1, 1));
    t.SetBgCol(Colour(0, 0, 0, 1));
    t.SetDrawBg(true);
    t.SetFontSize(0.8f); // TODO CONFIG
    t.SetIsMulti(true);
    t.SetLocalPos(Vec2f(-1.0f, -0.8f));
    t.SetSize(Vec2f(1.0f, 0.2f));
    t.SetJust(GuiText::AMJU_JUST_LEFT);

    float playerX = Player::GetPlayer(AMJU_P1)->GetPos().x;

    static std::string old;
    std::string s = "Depth: " + ToString((int)GetCurrentDepth()) +
      " X: " + ToString((int)playerX) + 
      "\nNum Game Objects: " + 
      ToString((int)TheGame::Instance()->GetGameObjects()->size());

    if (old != s)
    {
      t.SetText(s);
    }
    old = s;
    t.Draw();
  }
#endif // SHOW_INFO
}
예제 #2
0
파일: Hud.cpp 프로젝트: jason-amju/amju-ww
void Hud::Draw()
{
  float dt = TheTimer::Instance()->GetDt();

  static const char* SCORE_NAME[3] = 
  {
    "p1-score-text", 
    "p2-score-text",
    "hi-score-text"
  };

  static const float origSize[3] = 
  {
    dynamic_cast<GuiText*>(m_gui->GetElementByName(SCORE_NAME[0]))->GetFontSize(),
    dynamic_cast<GuiText*>(m_gui->GetElementByName(SCORE_NAME[1]))->GetFontSize(),
    dynamic_cast<GuiText*>(m_gui->GetElementByName(SCORE_NAME[2]))->GetFontSize()
  };

  for (int i = 0; i < 3; i++)
  {
    if (s_scoreExpandTimer[i] > 0)
    {
      s_scoreExpandTimer[i] -= dt;
      if (s_scoreExpandTimer[i] < 0)
      {
        s_scoreExpandTimer[i] = 0;
      }
      GuiText* text = dynamic_cast<GuiText*>(m_gui->GetElementByName(SCORE_NAME[i]));
      Assert(text);
      static const float EXPAND_SCALE = ROConfig()->GetFloat("hud-expand-scale");
      text->SetFontSize(origSize[i] * (s_scoreExpandTimer[i] * EXPAND_SCALE + 1.0f));
      std::string s = text->GetText();
      text->SetText("");
      text->SetText(s); // force tri list rebuild
    }
  }

  if (s_lifeTimer > 0)
  {
    s_lifeTimer -= dt;
    if (s_lifeTimer < 0)
    {
      s_lifeTimer = 0;
    }
    static const char* GUI_NAME[4] = 
    {
      "heart-img1", 
      "p1-lives-text",
      "heart-img2", 
      "p2-lives-text"
    };
    float t = s_lifeTimer * 10;
    bool vis = (((int)t % 2) == 0);
    for (int i = 0; i < 4; i++)
    {
      GuiElement* elem = m_gui->GetElementByName(GUI_NAME[i]);
      Assert(elem);
      elem->SetVisible(vis);
    }
  } 

  m_gui->Draw();
}