Пример #1
0
void GSTitle::Draw2d()
{
  GSGui::Draw2d();

#ifdef SHOW_ENV_INFO
  // Draw env info, etc.
  static GuiText t;

  t.SetSize(Vec2f(1.0f, 0.1f));
  t.SetJust(GuiText::AMJU_JUST_LEFT);
  t.SetDrawBg(true);

  t.SetLocalPos(Vec2f(-1.0f, 0.8f));
  std::string s = "SaveDir: " + GetAppName();
  t.SetText(s);
  t.Draw();

  t.SetLocalPos(Vec2f(-1.0f, 0.7f));
  s = "Server: " + GetServer();
  t.SetText(s);
  t.Draw();

  t.SetLocalPos(Vec2f(-1.0f, 0.6f));
  s = "Env: " + GetEnv();
  t.SetText(s);
  t.Draw();
#endif
}
Пример #2
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
}