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hud.cpp
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#include "hud.h"
#include "time_info.h"
#include "opengl.h"
#include "draw.h"
#include "main.h"
RArr<Fader*> game_faders;
Dynamic_Font *fader_font = NULL;
Dynamic_Font *fps_font = NULL;
void clear_faders()
{
// if (in_and_editing_mode())
// {
// for (editor_faders) my_free(it);
// array_reset(&editor_faders);
// }
// else
for (auto it : game_faders) my_free(it);
array_reset(&game_faders);
}
Fader *game_report(String text)
{
return do_report(text, &game_faders);
}
Fader *short_game_report(String text)
{
auto fader = do_report(text, &game_faders);
if (fader)
{
fader->fade_in_t = 0.05f;
fader->sustain_t = 0.5f;
fader->fade_out_t = 0.5f;
}
return fader;
}
inline
void init_fader(Fader *fader)
{
fader->font = NULL;
fader->time_started = 0.0;
fader->pre_fade_t = 0.0;
fader->fade_in_t = 2.0;
fader->sustain_t = 2.5;
fader->fade_out_t = 0.5;
fader->y = 0.0;
}
Fader *do_report(String text, RArr<Fader*> *faders)
{
// Offsets the older faders up:
for (auto fader : *faders)
{
auto h = static_cast<f32>(render_target_height);
if (h < 1) h = 1;
auto dy = fader->font->default_line_spacing / h;
fader->y += dy;
}
auto now = timez.ui_time;
auto color = Vector4(1, 1, 0.8, 1);
auto bg_color = Vector4(0, 0, 0, .5);
auto fader = New<Fader>(false);
init_fader(fader);
fader->text = copy_string(text); // @Fixme
fader->y = .75;
fader->time_started = now;
fader->font = fader_font;
fader->pre_fade_t = 0.0;
fader->fade_in_t = 0.5;
fader->color = color;
fader->bg_color = bg_color;
fader->sustain_t = 2;
array_add(faders, fader);
return fader;
}
inline
bool draw_one_fader(Fader *fader)
{
rendering_2d_right_handed_unit_scale();
auto now = timez.ui_time;
auto elapsed = now - fader->time_started;
auto dx = fader->dx_dt.x * elapsed;
auto dy = fader->dx_dt.y * elapsed;
auto alpha = 0.0f;
if (elapsed > fader->pre_fade_t)
{
elapsed -= fader->pre_fade_t;
alpha = 1;
if (elapsed > fader->fade_in_t)
{
elapsed -= fader->fade_in_t;
if (elapsed >= fader->fade_out_t)
{
// This means we are done with the fader.
return true;
}
else
{
if (fader->fade_out_t) alpha = 1 - elapsed / fader->fade_out_t;
else alpha = 0;
}
}
}
if (alpha > 0)
{
Clamp(&alpha, 0.0f, 1.0f);
auto color = fader->color;
color.w = alpha;
auto bg_color = fader->bg_color;
bg_color.w = alpha * alpha;
auto b = static_cast<i32>(fader->font->character_height / 20.0f);
if (b < 1) b = 1;
auto ox = -b;
auto oy = -b;
auto width = prepare_text(fader->font, fader->text);
auto yy = render_target_height * fader->y + dy * render_target_width; // Width is intentional, it's so dx and dy are in the same units.
auto font = fader->font;
draw_prepared_text(font, static_cast<i32>((render_target_width - width)/2.0f + ox), static_cast<i32>(yy + oy), bg_color);
draw_prepared_text(font, static_cast<i32>((render_target_width - width)/2.0f), static_cast<i32>(yy), color);
}
return false;
}
void draw_faders(RArr<Fader*> *faders)
{
for (i64 it_index = 0; it_index < faders->count; )
{
auto fader = (*faders)[it_index];
auto done = draw_one_fader(fader);
if (done)
{
// Swap with the last element, and not incrementing the iterating index
free_string(&fader->text);
my_free(fader);
(*faders)[it_index] = (*faders)[faders->count - 1];
faders->count -= 1;
continue;
}
it_index += 1;
}
}
void draw_fps()
{
auto text = tprint(String("%5.2f fps"), // %f|%f|%f ms need: last_min_dt, last_average_dt, last_max_dt
1.0 / timez.ui_dt);
auto ox = 2;
auto oy = -ox;
auto color = Vector4(1, 1, 1, 1);
auto bg_color = Vector4(0, 0, 0, 1);
auto width = prepare_text(fps_font, text);
auto extra_padding = 10;
auto height = fps_font->character_height;
rendering_2d_right_handed_unit_scale();
immediate_begin();
draw_text(fps_font, render_target_width - width - extra_padding + ox, render_target_height - height - extra_padding + oy, text, bg_color);
draw_text(fps_font, render_target_width - width - extra_padding, render_target_height - height - extra_padding, text, color);
immediate_flush();
}
void draw_hud(Entity_Manager *manager)
{
rendering_2d_right_handed_unit_scale();
// draw_checkpoint_flash();
draw_faders(&game_faders);
#ifdef DEVELOPER_MODE
draw_fps();
#endif
}
void hud_do_fader(String text, bool force_reset, f32 fade_in_time = -1.0f)
{
if (force_reset)
{
clear_faders();
}
auto fader = do_report(text, &game_faders);
if ((fade_in_time >= 0) && fader)
{
fader->fade_in_t = fade_in_time;
}
}