[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\HUDRenderer.h"
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| 3 | #include "GameManager.h"
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| 4 | #include "UserPlayer.h"
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| 5 | #include "HUD.h"
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| 6 |
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[1389] | 7 | extern bool GLOBAL_display_help_screenQ;
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| 8 |
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| 9 |
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[1378] | 10 | HUDRenderer::HUDRenderer(void) : Renderer()
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| 11 | {
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| 12 | this->setRenderPriority(300);
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| 13 | this->rendererType |= Renderer::RENDERER_HUD;
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| 14 | this->sprite = NULL;
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| 15 | }
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| 16 |
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| 17 | HUDRenderer::~HUDRenderer(void)
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| 18 | {
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| 19 | SAFE_RELEASE(this->myFont);
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| 20 | SAFE_RELEASE(sprite);
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| 21 | this->myFont = NULL;
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| 22 | this->sprite = NULL;
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| 23 | }
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| 24 |
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| 25 | void HUDRenderer::init() {
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| 26 | // Create a D3DX font object
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| 27 | this->setRenderPriority(60);
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| 28 | D3DXCreateSprite(DXUTGetD3DDevice(),&sprite);
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| 29 | D3DXCreateFont( this->device, 26, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &myFont );
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| 30 | fontColor = D3DCOLOR_ARGB(255,255,255,255);
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| 31 | SetRect(&textRectangle, 0, this->myScene->manager->screenHeight-200, this->myScene->manager->screenWidth, this->myScene->manager->screenHeight);
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| 32 | SetRect(&timeRectangle, 0, this->myScene->manager->screenHeight-100, this->myScene->manager->screenWidth - 20, this->myScene->manager->screenHeight);
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| 33 | SetRect(&ammoRectangle, 0, this->myScene->manager->screenHeight-60, this->myScene->manager->screenWidth - 20, this->myScene->manager->screenHeight);
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| 34 | SetRect(&helpRectangle, 10, this->myScene->manager->screenHeight-500, this->myScene->manager->screenWidth - 20, this->myScene->manager->screenHeight);
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| 35 |
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| 36 |
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| 37 | }
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| 38 |
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| 39 | void HUDRenderer::render()
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| 40 | {
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| 41 | if(this->myScene->getActivePassId()==Scene::PASS_NORMAL) {
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| 42 | this->device->BeginScene();
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| 43 | SPTR<Node> node = this->myNode.lock();
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| 44 | HUD *hud = (HUD *) (node.get());
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| 45 | if(hud!=NULL) {
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| 46 | //disable z buffer:
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| 47 | this->device->SetRenderState(D3DRS_ZENABLE, FALSE);
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| 48 |
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| 49 | // get the scene in order to receive players
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| 50 | GameScene* gs = (GameScene*)(this->myScene);
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| 51 | //get the sprite:
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| 52 | //LPD3DXSPRITE sprite = *hud->getSprite();
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| 53 | //create scale/rotate matrices
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| 54 | D3DXMATRIX mat;
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| 55 | D3DXMATRIX mat2;
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| 56 | //create surface descriptor
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| 57 | D3DSURFACE_DESC desc;
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| 58 | D3DSURFACE_DESC desc2;
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| 59 |
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| 60 | //draw crosshair:
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| 61 | hud->Textures[0]->GetLevelDesc(0, &desc); //get texture size
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| 62 | //calculate transfomation:
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| 63 | D3DXVECTOR3 center((FLOAT)desc.Width/2, (FLOAT)desc.Height/2, 0);
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| 64 | D3DXVECTOR2 trans((float)(this->myScene->getMousePos()[0]),(float)(this->myScene->getMousePos()[1]));
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| 65 | D3DXVECTOR2 scaling(hud->getScaleCrosshairX(),hud->getScaleCrosshairY());
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| 66 | //set matrix:
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| 67 | D3DXMatrixTransformation2D(&mat,NULL,0.0,&scaling,NULL,0,&trans);
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| 68 | sprite->SetTransform(&mat);
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| 69 | //draw crosshair:
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| 70 | sprite->Begin(D3DXSPRITE_ALPHABLEND);
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| 71 | sprite->Draw(hud->Textures[0], NULL, ¢er, NULL, 0xFFFFFFFF);
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| 72 |
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| 73 | //draw radar:
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| 74 | hud->Textures[1]->GetLevelDesc(0, &desc); //get texture size
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| 75 | //calculate transfomation:
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| 76 | D3DXVECTOR2 rotPoint((FLOAT)desc.Width/2*hud->getScaleRadarX() + hud->getRadarOffsetX(), (FLOAT) this->myScene->manager->screenHeight - (desc.Height/2*hud->getScaleRadarY() + hud->getRadarOffsetY()));
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| 77 | trans = D3DXVECTOR2(rotPoint.x - (FLOAT)(gs->player->getPosition().x/this->myScene->getWidth()*desc.Width*hud->getScaleRadarX()),rotPoint.y - (FLOAT)(desc.Height*hud->getScaleRadarY() - (gs->player->getPosition().z/this->myScene->getDepth()*desc.Height*hud->getScaleRadarY())));
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| 78 | D3DXVECTOR2 trans2(trans.x, trans.y);
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| 79 | scaling = D3DXVECTOR2(hud->getScaleRadarX(),hud->getScaleRadarY());
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| 80 | float rotation = -(gs->player->myRotation.y);
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| 81 | //reset matrix:
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| 82 | D3DXMatrixIdentity(&mat);
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| 83 | D3DXMatrixIdentity(&mat2);
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| 84 | D3DXMATRIX res;
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| 85 | D3DXMatrixTransformation2D(&mat,0,0.0,&scaling,0,0.0f,&trans);
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| 86 | D3DXMatrixTransformation2D(&mat2,0,0.0,0,&rotPoint,rotation,0);
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| 87 | D3DXMatrixMultiply(&res, &mat, &mat2);
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| 88 | sprite->SetTransform(&res);
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| 89 | //draw radar:
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| 90 | sprite->Draw(hud->Textures[1], NULL, 0, 0, 0xFFFFFFFF);
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| 91 |
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| 92 | //draw ai players (enemies)
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| 93 | hud->Textures[2]->GetLevelDesc(0, &desc2); //get texture size
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| 94 | //calculate location:
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| 95 | center = D3DXVECTOR3((FLOAT)desc2.Width/2, (FLOAT)desc2.Height/2, 0);
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| 96 | //get list:
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| 97 | std::list<SPTR<Node> > *playerList = ((GameScene *)this->myScene)->getPlayerList();
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| 98 | std::list<SPTR<Node> >::iterator it;
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| 99 | Player *activeOpponent = NULL;
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| 100 | for(it=playerList->begin();it!=playerList->end();it++) {
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| 101 | activeOpponent = ((Player *) (*it).get());
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| 102 | if(activeOpponent != (Player *)gs->player) {
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| 103 | trans = D3DXVECTOR2(trans2.x + activeOpponent->getPosition().x/this->myScene->getWidth()*desc.Width*hud->getScaleRadarX(), trans2.y + (desc.Height*hud->getScaleRadarY() - (activeOpponent->getPosition().z/this->myScene->getDepth()*desc.Height*hud->getScaleRadarY())));
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| 104 | //reset matrix:
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| 105 | D3DXMatrixIdentity(&mat);
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| 106 | D3DXMatrixIdentity(&mat2);
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| 107 | D3DXMATRIX res;
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| 108 | D3DXMatrixTransformation2D(&mat,0,0.0,0,0,0.0f,&trans);
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| 109 | D3DXMatrixTransformation2D(&mat2,0,0.0,0,&rotPoint,rotation,0);
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| 110 | D3DXMatrixMultiply(&res, &mat, &mat2);
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| 111 | sprite->SetTransform(&res);
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| 112 | //draw player:
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| 113 | sprite->Draw(hud->Textures[2], NULL, ¢er, NULL, 0xFF0000FF);
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| 114 | }
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| 115 | }
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| 116 |
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| 117 | //draw player:
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| 118 | trans = D3DXVECTOR2((FLOAT)(desc.Width/2*hud->getScaleRadarX() + hud->getRadarOffsetX()),(FLOAT) this->myScene->manager->screenHeight - (desc.Height/2*hud->getScaleRadarY() + hud->getRadarOffsetY()));
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| 119 | //reset matrix:
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| 120 | D3DXMatrixIdentity(&mat);
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| 121 | D3DXMatrixTransformation2D(&mat,0,0.0,0,0,0,&trans);
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| 122 | sprite->SetTransform(&mat);
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| 123 | //draw player:
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| 124 | sprite->Draw(hud->Textures[2], NULL, ¢er, NULL, 0xFFFF0000);
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| 125 |
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| 126 | //draw human player health logo & health bar:
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| 127 | hud->Textures[3]->GetLevelDesc(0, &desc); //get texture size
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| 128 | hud->Textures[4]->GetLevelDesc(0, &desc2);
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| 129 | float offset = 20;
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| 130 | RECT rectangle;
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| 131 | float health = gs->player->getHealth();
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| 132 | if(health>100.0f) {
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| 133 | this->myScene->manager->printToConsole("Health over 100 percent!!!!");
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| 134 | health = 100.0f;
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| 135 | }
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| 136 | if (health<0.0f) {
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| 137 | this->myScene->manager->printToConsole("Health under 0 percent!!!!");
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| 138 | health = 0.0f;
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| 139 | }
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| 140 | SetRect(&rectangle, 0, 0, (int)(desc2.Width*health/100), (int)(desc2.Height));
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| 141 | scaling = D3DXVECTOR2(hud->getScaleUserPlayer(),hud->getScaleUserPlayer());
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| 142 | //reset matrix:
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| 143 | D3DXMatrixIdentity(&mat);
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| 144 | D3DXMatrixTransformation2D(&mat,0,0.0,&scaling,0,0.0f,0);
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| 145 | sprite->SetTransform(&mat);
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| 146 | //set logo position:
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| 147 | D3DXVECTOR3 pos (offset,offset,0.0f);
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| 148 | //draw health logo:
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| 149 | sprite->Draw(hud->Textures[3], NULL, NULL, &pos, 0xFFFFFFFF);
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| 150 | //set bar position:
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| 151 | pos = D3DXVECTOR3(offset + desc.Width + offset, offset, 0);
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| 152 | sprite->Draw(hud->Textures[4], &rectangle, NULL, &pos, 0xFFFFFFFF);
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| 153 |
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| 154 | //draw ai players health logos & health bars:
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| 155 | hud->Textures[5]->GetLevelDesc(0, &desc); //get texture size
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| 156 | hud->Textures[6]->GetLevelDesc(0, &desc2); //get texture size
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| 157 | //scale according to xml settings
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| 158 | scaling = D3DXVECTOR2(hud->getScaleAIPlayer(),hud->getScaleAIPlayer());
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| 159 | D3DXVECTOR2 scalepos((float)this->myScene->manager->screenWidth, 0);
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| 160 | D3DXMatrixIdentity(&mat);
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| 161 | D3DXMatrixTransformation2D(&mat,&scalepos,0.0,&scaling,0,0.0f,0);
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| 162 | sprite->SetTransform(&mat);
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| 163 | //draw info for alle opponents:
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| 164 | float sum = offset;
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| 165 | for(it=playerList->begin();it!=playerList->end();it++) {
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| 166 | activeOpponent = ((Player *) (*it).get());
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| 167 | if(activeOpponent != (Player *)gs->player) {
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| 168 | //set logo position:
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| 169 | pos = D3DXVECTOR3((float)this->myScene->manager->screenWidth - desc.Width - offset,sum,0);
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| 170 | //draw logo:
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| 171 | sprite->Draw(hud->Textures[5], NULL, NULL, &pos, 0xFFFFFFFF);
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| 172 | //set health bar position:
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| 173 | health = activeOpponent->getHealth();
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| 174 | if(health>100.0f) {
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| 175 | this->myScene->manager->printToConsole("Health over 100 percent!!!!");
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| 176 | health = 100.0f;
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| 177 | }
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| 178 | if (health<0.0f) {
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| 179 | this->myScene->manager->printToConsole("Health under 0 percent!!!!");
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| 180 | health = 0.0f;
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| 181 | }
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| 182 | SetRect(&rectangle, (int)(desc2.Width - desc2.Width*health/100), 0, (int)desc2.Width, (int)(desc2.Height));
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| 183 | pos = D3DXVECTOR3((float)this->myScene->manager->screenWidth - desc.Width - 2*offset - desc2.Width + (int)(desc2.Width - desc2.Width*health/100),sum, 0);
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| 184 | //draw health bar:
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| 185 | sprite->Draw(hud->Textures[6], &rectangle, NULL, &pos, 0xFFFFFFFF);
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| 186 | //next player position:
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| 187 | sum += desc.Width + offset;
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| 188 | }
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| 189 | }
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| 190 |
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| 191 | //reset matrix:
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| 192 | D3DXMatrixIdentity(&mat);
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| 193 | sprite->SetTransform(&mat);
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| 194 |
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| 195 | //time output:
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| 196 | std::ostringstream ostr;
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| 197 | ostr.str("");
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| 198 | ostr << "Time left: ";
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| 199 | ostr << hud->minutes;
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| 200 | ostr << " min ";
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| 201 | ostr << hud->seconds;
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| 202 | ostr << " sec";
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| 203 | std::string temp = ostr.str();
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| 204 | std::wstring time(temp.begin(), temp.end());
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| 205 | myFont->DrawText(sprite, time.c_str(), -1, &timeRectangle, DT_RIGHT, fontColor);
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| 206 |
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| 207 | //ammunition output:
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| 208 | ostr.str("");
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| 209 | ostr << "Ammo: ";
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| 210 | ostr << hud->ammoAmount;
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| 211 | temp = ostr.str();
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| 212 | std::wstring ammo(temp.begin(), temp.end());
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| 213 | myFont->DrawText(sprite, ammo.c_str(), -1, &ammoRectangle, DT_RIGHT, fontColor);
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| 214 |
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| 215 | //message output:
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[1389] | 216 | #if(0)
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| 217 | // display message for messagethreshold period of time
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| 218 | if (hud->messagetimer < hud->messagethreshold) {
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| 219 | hud->messagetimer += hud->messagedt;
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| 220 | if(!hud->bHelp) {
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| 221 | myFont->DrawText(sprite, hud->messagestring.c_str(), -1, &textRectangle, DT_CENTER | DT_WORDBREAK, fontColor);
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| 222 | }
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| 223 | else {
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| 224 | myFont->DrawText(sprite, hud->messagestring.c_str(), -1, &helpRectangle, DT_LEFT | DT_WORDBREAK, fontColor);
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| 225 | }
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[1378] | 226 | }
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[1389] | 227 | #elif(1) // MG
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| 228 | // F1 toggles help screen display
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| 229 | if (hud->messagetimer < hud->messagethreshold) {
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| 230 | hud->messagetimer += hud->messagedt;
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| 231 | }
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[1378] | 232 |
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[1389] | 233 | if(GLOBAL_display_help_screenQ) {
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| 234 | myFont->DrawText(sprite, this->myScene->manager->HelpScreenString_Get().c_str(), -1, &helpRectangle, DT_LEFT | DT_WORDBREAK, fontColor);
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| 235 | }
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| 236 | else {
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| 237 | // No help screen active => display message (if active)
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| 238 | if (hud->messagetimer < hud->messagethreshold) {
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| 239 | myFont->DrawText(sprite, hud->messagestring.c_str(), -1, &textRectangle, DT_CENTER | DT_WORDBREAK, fontColor);
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| 240 | }
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| 241 | }
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| 242 | #endif
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| 243 |
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[1378] | 244 | //you win output:
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| 245 | if (hud->youwintimer < hud->youwinthreshold) {
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| 246 | hud->youwintimer += hud->youwindt;
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| 247 | //now draw the you win stuff:
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| 248 | std::list<HUD::Letter>::iterator iter;
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| 249 | for(UINT i = 0; i < hud->YouWin.size(); i++) {
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| 250 | HUD::Letter *tempLetter = &hud->YouWin.at(i);
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| 251 | scaling = D3DXVECTOR2(tempLetter->scale,tempLetter->scale);
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| 252 | scalepos = D3DXVECTOR2(tempLetter->x - tempLetter->centerX,tempLetter->y - tempLetter->centerY);
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| 253 | rotPoint = D3DXVECTOR2(tempLetter->x,tempLetter->y);
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| 254 | rotation = hud->youwintimer * tempLetter->rotation;
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| 255 | D3DXMatrixIdentity(&mat);
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| 256 | D3DXMatrixTransformation2D(&mat,&scalepos,0.0,&scaling,&rotPoint,rotation,0);
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| 257 | sprite->SetTransform(&mat);
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| 258 | pos = D3DXVECTOR3(tempLetter->x, tempLetter->y, 0);
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| 259 | center = D3DXVECTOR3((FLOAT)tempLetter->centerX, (FLOAT)tempLetter->centerY, 0);
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| 260 | sprite->Draw(tempLetter->texture, NULL, ¢er, &pos, 0xFFFFFFFF);
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| 261 | }
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| 262 | }
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| 263 | //you lose output:
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| 264 | if (hud->youlosetimer < hud->youlosethreshold) {
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| 265 | hud->youlosetimer += hud->youlosedt;
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| 266 | //now draw the you lose stuff:
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| 267 | std::list<HUD::Letter>::iterator iter;
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| 268 | for(UINT i = 0; i < hud->YouLose.size(); i++) {
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| 269 | HUD::Letter *tempLetter = &hud->YouLose.at(i);
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| 270 | scaling = D3DXVECTOR2(tempLetter->scale,tempLetter->scale);
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| 271 | scalepos = D3DXVECTOR2(tempLetter->x - tempLetter->centerX,tempLetter->y - tempLetter->centerY);
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| 272 | rotPoint = D3DXVECTOR2(tempLetter->x,tempLetter->y);
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| 273 | rotation = hud->youlosetimer * tempLetter->rotation;
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| 274 | D3DXMatrixIdentity(&mat);
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| 275 | D3DXMatrixTransformation2D(&mat,&scalepos,0.0,&scaling,&rotPoint,rotation,0);
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| 276 | sprite->SetTransform(&mat);
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| 277 | pos = D3DXVECTOR3(tempLetter->x, tempLetter->y, 0);
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| 278 | center = D3DXVECTOR3((FLOAT)tempLetter->centerX, (FLOAT)tempLetter->centerY, 0);
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| 279 | sprite->Draw(tempLetter->texture, NULL, ¢er, &pos, 0xFFFFFFFF);
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| 280 | }
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| 281 | }
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| 282 |
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| 283 | //toasted output:
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| 284 | if (hud->toastedtimer < hud->toastedthreshold) {
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| 285 | hud->toastedtimer += hud->toasteddt;
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| 286 | //now draw the you lose stuff:
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| 287 | std::list<HUD::Letter>::iterator iter;
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| 288 | for(UINT i = 0; i < hud->Toasted.size(); i++) {
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| 289 | HUD::Letter *tempLetter = &hud->Toasted.at(i);
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| 290 | scaling = D3DXVECTOR2(tempLetter->scale,tempLetter->scale);
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| 291 | scalepos = D3DXVECTOR2(tempLetter->x - tempLetter->centerX,tempLetter->y - tempLetter->centerY);
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| 292 | rotPoint = D3DXVECTOR2(tempLetter->x,tempLetter->y);
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| 293 | rotation = hud->toastedtimer * tempLetter->rotation;
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| 294 | D3DXMatrixIdentity(&mat);
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| 295 | D3DXMatrixTransformation2D(&mat,&scalepos,0.0,&scaling,&rotPoint,rotation,0);
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| 296 | sprite->SetTransform(&mat);
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| 297 | pos = D3DXVECTOR3(tempLetter->x, tempLetter->y, 0);
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| 298 | center = D3DXVECTOR3((FLOAT)tempLetter->centerX, (FLOAT)tempLetter->centerY, 0);
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| 299 | sprite->Draw(tempLetter->texture, NULL, ¢er, &pos, 0xFFFFFFFF);
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| 300 | }
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| 301 | }
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| 302 |
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| 303 | sprite->End();
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| 304 |
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| 305 | //deactivate textures
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| 306 | this->device->SetTexture(0, 0);
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| 307 |
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| 308 | //enable z buffer:
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| 309 | this->device->SetRenderState(D3DRS_ZENABLE, TRUE);
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| 310 | }
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| 311 | this->device->EndScene();
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| 312 | }
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| 313 | }
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| 314 |
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| 315 | void HUDRenderer::OnLostDevice( void* pUserContext )
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| 316 | {
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| 317 | this->myFont->OnLostDevice();
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| 318 | this->sprite->OnLostDevice();
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| 319 | }
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| 320 |
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| 321 | void HUDRenderer::OnDestroyDevice( void* pUserContext )
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| 322 | {
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| 323 | SAFE_RELEASE(this->myFont);
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| 324 | SAFE_RELEASE(sprite);
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| 325 | this->myFont = NULL;
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| 326 | this->sprite = NULL;
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| 327 | }
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| 328 |
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| 329 | HRESULT HUDRenderer::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 330 | {
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| 331 | this->device = pd3dDevice;
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| 332 | D3DXCreateSprite(this->device,&sprite);
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| 333 | D3DXCreateFont( this->device, 26, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &myFont );
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| 334 | fontColor = D3DCOLOR_ARGB(255,255,255,255);
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| 335 | return S_OK;
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| 336 | }
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| 337 |
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| 338 | bool HUDRenderer::isLowerThan(Renderer* renderer)
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| 339 | {
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| 340 | //Unter der Annahme, dass es kein zweites HUD gibt!
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| 341 | return this->getRenderPriority() < renderer->getRenderPriority();
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| 342 | }
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