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