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 }
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 }