320 lines
9.1 KiB
C
320 lines
9.1 KiB
C
#include "./hud.h"
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#include <assert.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stddef.h>
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#include <stdint.h>
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#include <string.h>
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#include "util/glyphas/block.h"
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#include "util/glyphas/cache.h"
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#include "util/math/vector.h"
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#include "core/lochara/base.h"
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#include "core/locommon/easing.h"
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#include "core/locommon/screen.h"
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#include "core/locommon/ticker.h"
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#include "core/loplayer/player.h"
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#include "core/loresource/set.h"
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#include "core/loresource/text.h"
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#include "core/loshader/set.h"
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#define BAR_SPEED_ 5
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#define STATUS_MAX_WIDTH_ .6f
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#define STATUS_FAITH_SIZE_ .8f
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#define EFFECT_TEXT_COLOR_ vec4(1, 1, 1, 1)
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#define EFFECT_FADE_SPEED_ 2
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#define EFFECT_LINE_HEIGHT_ 1.2f
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#define BIOME_TEXT_COLOR_ vec4(1, 1, 1, 1)
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#define BIOME_TEXT_SEED_ 29 /* = prime number */
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static void loui_hud_calculate_geometry_(
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loui_hud_t* hud, const locommon_screen_t* screen) {
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assert(hud != NULL);
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assert(locommon_screen_valid(screen));
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typeof(hud->geo)* g = &hud->geo;
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# define inch2winpos_(winpos, inch) \
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locommon_screen_calc_winpos_from_inch(screen, winpos, inch)
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inch2winpos_(&g->padding, &vec2(.3f, .3f));
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inch2winpos_(&g->madness_sz, &vec2(3.f, .12f));
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if (g->madness_sz.x > STATUS_MAX_WIDTH_) {
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vec2_muleq(&g->madness_sz, STATUS_MAX_WIDTH_/g->madness_sz.x);
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}
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vec2_mul(&g->faith_sz, &g->madness_sz, .5f);
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# undef inch2winpos_
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g->madness_pos = vec2(-1, 1);
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g->madness_pos.x += g->madness_sz.x + g->padding.x;
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g->madness_pos.y -= g->madness_sz.y + g->padding.y;
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g->faith_pos = vec2(-1, 1);
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g->faith_pos.x += g->padding.x + g->faith_sz.x;
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g->faith_pos.y -= g->padding.y + g->madness_sz.y*2 + g->faith_sz.y;
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locommon_screen_calc_pixels_from_inch(
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screen, &g->effect_fontpx, &vec2(.4f, .4f));
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locommon_screen_calc_winpos_from_pixels(
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screen, &g->effect_fontsz, &g->effect_fontpx);
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g->effect_sz.x = 3*screen->dpi.x/screen->resolution.x;
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g->effect_sz.y = 4/screen->resolution.y;
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g->effect_pos = vec2(1-g->padding.x, -1+g->padding.y);
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vec2_subeq(&g->effect_pos, &g->effect_sz);
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locommon_screen_calc_pixels_from_inch(
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screen, &g->biome_fontpx, &vec2(.3f, .3f));
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locommon_screen_calc_winpos_from_pixels(
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screen, &g->biome_fontsz, &g->biome_fontpx);
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vec2_add(&g->biome_pos, &vec2(-1, -1), &g->padding);
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}
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static void loui_hud_draw_status_bars_(const loui_hud_t* hud) {
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assert(hud != NULL);
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loshader_hud_bar_drawer_add_instance(
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&hud->shaders->drawer.hud_bar,
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&(loshader_hud_bar_drawer_instance_t) {
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.pos = hud->geo.madness_pos,
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.size = hud->geo.madness_sz,
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.bgcolor = vec4(0, 0, 0, hud->alpha),
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.fgcolor = vec4(1, 1, 1, .9f*hud->alpha),
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.value = hud->player->entity->param.recipient.madness,
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.prev_value = hud->prev_madness,
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});
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loshader_hud_bar_drawer_add_instance(
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&hud->shaders->drawer.hud_bar,
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&(loshader_hud_bar_drawer_instance_t) {
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.pos = hud->geo.faith_pos,
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.size = hud->geo.faith_sz,
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.bgcolor = vec4(0, 0, 0, hud->alpha),
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.fgcolor = vec4(.9f, .9f, .9f, .9f*hud->alpha),
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.value = hud->player->entity->param.recipient.faith,
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.prev_value = hud->prev_faith,
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});
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}
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static void loui_hud_initialize_effect_(
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loui_hud_t* hud,
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loui_hud_effect_t* effect,
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const locommon_screen_t* screen,
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const char* name) {
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assert(hud != NULL);
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assert(effect != NULL);
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assert(name != NULL);
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assert(locommon_screen_valid(screen));
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*effect = (typeof(*effect)) {
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.text = glyphas_block_new(
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GLYPHAS_ALIGNER_DIRECTION_HORIZONTAL,
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-hud->geo.effect_fontpx.y,
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INT32_MAX,
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32),
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};
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glyphas_block_add_characters(
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effect->text, hud->font.effect, &EFFECT_TEXT_COLOR_, name, strlen(name));
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const vec2_t reso = screen->resolution;
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glyphas_block_scale(effect->text, &vec2(2/reso.x, 2/reso.y));
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}
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static void loui_hud_deinitialize_effect_(loui_hud_effect_t* effect) {
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assert(effect != NULL);
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glyphas_block_delete(effect->text);
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}
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static void loui_hud_update_effect_bars_(loui_hud_t* hud) {
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assert(hud != NULL);
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const loeffect_recipient_t* r = &hud->player->entity->param.recipient;
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loui_hud_effect_set_t* e = &hud->effects.set;
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const uint64_t t = hud->ticker->time;
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const float dt = hud->ticker->delta_f;
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# define lasting_effect_(n) do { \
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const bool active = \
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r->effects.n.start <= t && \
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t < r->effects.n.start + r->effects.n.duration; \
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locommon_easing_smooth_float( \
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&e->n.alpha, !!active, dt*EFFECT_FADE_SPEED_); \
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if (active) { \
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e->n.value = (t - r->effects.n.start)*1.f / r->effects.n.duration; \
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} \
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} while (0)
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lasting_effect_(amnesia);
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lasting_effect_(curse);
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# undef lasting_effect_
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}
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static void loui_hud_draw_effect_bars_(const loui_hud_t* hud) {
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assert(hud != NULL);
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const typeof(hud->geo)* g = &hud->geo;
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float h = 0;
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for (size_t i = 0; i < LOUI_HUD_EFFECT_COUNT; ++i) {
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const loui_hud_effect_t* e = &hud->effects.arr[i];
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if (e->alpha == 0) continue;
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const float a = e->alpha * hud->alpha;
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const float y = h*g->effect_fontsz.y + g->effect_pos.y;
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glyphas_block_set_origin(e->text, &vec2(1, -1));
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glyphas_block_translate(e->text, &vec2(1-g->padding.x, y));
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glyphas_block_set_alpha(e->text, powf(a, 2));
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loshader_hud_text_drawer_add_block(
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&hud->shaders->drawer.hud_text, e->text);
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loshader_hud_bar_drawer_add_instance(
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&hud->shaders->drawer.hud_bar,
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&(loshader_hud_bar_drawer_instance_t) {
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.pos = vec2(g->effect_pos.x, y),
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.size = vec2(-g->effect_sz.x, g->effect_sz.y),
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.bgcolor = vec4(1, 1, 1, .2f*a),
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.fgcolor = vec4(1, 1, 1, .8f*a),
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.value = e->value,
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.prev_value = e->value,
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});
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h += a*a*(3-2*a)*EFFECT_LINE_HEIGHT_;
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}
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}
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static glyphas_block_t* loui_hud_create_biome_text_(
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loui_hud_t* hud, const locommon_screen_t* screen, const char* text) {
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assert(hud != NULL);
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assert(text != NULL);
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assert(locommon_screen_valid(screen));
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glyphas_block_t* b = glyphas_block_new(
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GLYPHAS_ALIGNER_DIRECTION_HORIZONTAL,
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-hud->geo.biome_fontpx.y,
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INT32_MAX,
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32);
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glyphas_block_add_characters(
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b, hud->font.biome, &BIOME_TEXT_COLOR_, text, strlen(text));
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const vec2_t reso = screen->resolution;
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glyphas_block_scale(b, &vec2(2/reso.x, 2/reso.y));
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glyphas_block_set_origin(b, &vec2(0, -1));
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glyphas_block_translate(b, &hud->geo.biome_pos);
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glyphas_block_make_glitched(b, text[0]*BIOME_TEXT_SEED_);
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return b;
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}
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static void loui_hud_draw_biome_text_(const loui_hud_t* hud) {
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assert(hud != NULL);
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loshader_hud_text_drawer_add_block(
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&hud->shaders->drawer.hud_text, hud->biomes[hud->current_biome]);
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}
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void loui_hud_initialize(
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loui_hud_t* hud,
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loresource_set_t* res,
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loshader_set_t* shaders,
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const locommon_screen_t* screen,
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const locommon_ticker_t* ticker,
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loplayer_t* player) {
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assert(hud != NULL);
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assert(res != NULL);
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assert(shaders != NULL);
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assert(ticker != NULL);
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assert(player != NULL);
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assert(locommon_screen_valid(screen));
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*hud = (typeof(*hud)) {
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.shaders = shaders,
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.ticker = ticker,
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.player = player,
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};
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loui_hud_calculate_geometry_(hud, screen);
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hud->font = (typeof(hud->font)) {
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.effect = glyphas_cache_new(
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shaders->tex.hud_text,
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&res->font.sans,
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hud->geo.effect_fontpx.x,
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hud->geo.effect_fontpx.y),
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.biome = glyphas_cache_new(
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shaders->tex.hud_text,
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&res->font.serif,
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hud->geo.biome_fontpx.x,
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hud->geo.biome_fontpx.y),
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};
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# define text_(name) loresource_text_get(res->lang, name)
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loui_hud_effect_set_t* e = &hud->effects.set;
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loui_hud_initialize_effect_(
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hud, &e->amnesia, screen, text_("effect_amnesia"));
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loui_hud_initialize_effect_(
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hud, &e->curse, screen, text_("effect_curse"));
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# define each_(NAME, name) do { \
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hud->biomes[LOWORLD_CHUNK_BIOME_##NAME] = \
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loui_hud_create_biome_text_(hud, screen, text_("biome_"#name)); \
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} while (0)
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LOWORLD_CHUNK_BIOME_EACH(each_);
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# undef each_
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# undef text_
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}
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void loui_hud_deinitialize(loui_hud_t* hud) {
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assert(hud != NULL);
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for (size_t i = 0; i < LOUI_HUD_EFFECT_COUNT; ++i) {
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loui_hud_deinitialize_effect_(&hud->effects.arr[i]);
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}
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for (size_t i = 0; i < LOWORLD_CHUNK_BIOME_COUNT; ++i) {
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glyphas_block_delete(hud->biomes[i]);
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}
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glyphas_cache_delete(hud->font.effect);
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glyphas_cache_delete(hud->font.biome);
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}
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void loui_hud_update(loui_hud_t* hud) {
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assert(hud != NULL);
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const float dt = hud->ticker->delta_f;
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locommon_easing_smooth_float(
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&hud->prev_madness,
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hud->player->entity->param.recipient.madness,
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dt*BAR_SPEED_);
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locommon_easing_smooth_float(
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&hud->prev_faith, hud->player->entity->param.recipient.faith,
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dt*BAR_SPEED_);
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loui_hud_update_effect_bars_(hud);
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}
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void loui_hud_draw(const loui_hud_t* hud) {
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assert(hud != NULL);
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hud->shaders->drawer.hud_text.alpha = hud->alpha;
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loui_hud_draw_status_bars_(hud);
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loui_hud_draw_effect_bars_(hud);
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loui_hud_draw_biome_text_(hud);
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}
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