Fix pour resize dynamique de la fenetre de jeu (positionnement et scalaires).
Fix pour le maudit F10-fullscreen
This commit is contained in:
		| @@ -429,16 +429,13 @@ void Engine::ProcessNotificationQueue() { | |||||||
| 	//float fPosY = Height() - (Height() * 0.05) * scaleY; | 	//float fPosY = Height() - (Height() * 0.05) * scaleY; | ||||||
|  |  | ||||||
| 	m_textureFont.Bind(); | 	m_textureFont.Bind(); | ||||||
|  | 	float xOffset = Width() * 0.66f; | ||||||
| 	auto [scaleX, scaleY] = GetScale(); | 	float yOffset = Height() * 0.83f; | ||||||
|  |  | ||||||
| 	float xOffset = (Width() / 1.5f) * scaleX; |  | ||||||
| 	float yOffset = (Height() / 1.2f) * scaleY; |  | ||||||
|  |  | ||||||
| 	for (auto it = notifications.begin(); it != notifications.end(); ) { | 	for (auto it = notifications.begin(); it != notifications.end(); ) { | ||||||
| 		float timeSinceDisplay = m_time - it->displayStartTime; | 		float timeSinceDisplay = m_time - it->displayStartTime; | ||||||
|  |  | ||||||
| 		float y = yOffset - (20.0f * scaleX * (it - notifications.begin())); | 		float y = yOffset - (20.0f * (it - notifications.begin())); | ||||||
|  |  | ||||||
| 		glDisable(GL_STENCIL_TEST); | 		glDisable(GL_STENCIL_TEST); | ||||||
| 		glDisable(GL_DEPTH_TEST); | 		glDisable(GL_DEPTH_TEST); | ||||||
| @@ -511,14 +508,13 @@ void Engine::DisplayPovGun() { | |||||||
| 	glMatrixMode(GL_MODELVIEW); | 	glMatrixMode(GL_MODELVIEW); | ||||||
| 	glPushMatrix(); | 	glPushMatrix(); | ||||||
|  |  | ||||||
| 	float scaleX = (Width()) / BASE_WIDTH; | 	float baseXOffsetPercentage = 0.4958; | ||||||
| 	float scaleY = (Height()) / BASE_HEIGHT; | 	float baseWidthPercentage = 0.4688; | ||||||
| 	float baseXOffset = 0.4958 * BASE_WIDTH; | 	float baseHeightPercentage = 0.5787; | ||||||
| 	float baseWidth = 0.4688 * BASE_WIDTH; |  | ||||||
| 	float baseHeight = 0.5787 * BASE_HEIGHT; | 	float xTranslation = baseXOffsetPercentage * Width(); | ||||||
| 	float xTranslation = baseXOffset * scaleX; | 	float quadWidth = baseWidthPercentage * Width(); | ||||||
| 	float quadWidth = baseWidth * scaleX; | 	float quadHeight = baseHeightPercentage * Height(); | ||||||
| 	float quadHeight = baseHeight * scaleY; |  | ||||||
|  |  | ||||||
| 	m_texturePovGun.Bind(); | 	m_texturePovGun.Bind(); | ||||||
| 	glLoadIdentity(); | 	glLoadIdentity(); | ||||||
| @@ -543,7 +539,6 @@ void Engine::DisplayPovGun() { | |||||||
|  |  | ||||||
| 	glMatrixMode(GL_PROJECTION); | 	glMatrixMode(GL_PROJECTION); | ||||||
| 	glPopMatrix(); | 	glPopMatrix(); | ||||||
|  |  | ||||||
| 	glMatrixMode(GL_MODELVIEW); | 	glMatrixMode(GL_MODELVIEW); | ||||||
| 	glPopMatrix(); | 	glPopMatrix(); | ||||||
| } | } | ||||||
| @@ -556,46 +551,53 @@ void Engine::DisplayHud(int timer) { | |||||||
| 	glBindTexture(GL_TEXTURE_2D, 0); | 	glBindTexture(GL_TEXTURE_2D, 0); | ||||||
| 	glLoadIdentity(); | 	glLoadIdentity(); | ||||||
| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||||
| 	auto [scaleX, scaleY] = GetScale(); |  | ||||||
|  |  | ||||||
| 	float fBackPosX = (Width() / 25.0f) * scaleX; | 	float itemBackgroundWidthProportion = 0.25f; | ||||||
| 	float fBackPosY = (Height() - (Height() * 0.815) * scaleY); | 	float itemBackgroundHeightProportion = 0.175f; | ||||||
| 	float fBackWidth = (Width() / 4.0f) * scaleX; | 	float itemBackgroundWidth = Width() * itemBackgroundWidthProportion; | ||||||
| 	float fBackHeight = (Height() / 5.5f) * scaleY; | 	float itemBackgroundHeight = Height() * itemBackgroundHeightProportion; | ||||||
|  | 	float itemBackgroundXOffset = Width() * 0.05f; | ||||||
|  | 	float itemBackgroundYOffset = Height() * 0.6f; | ||||||
|  | 	float itemBackgroundXPos = itemBackgroundXOffset; | ||||||
|  | 	float itemBackgroundYPos = Height() - itemBackgroundHeight - itemBackgroundYOffset; | ||||||
|  |  | ||||||
|  | 	// Selected item background | ||||||
| 	glColor4f(1.0f, 1.0f, 1.0f, 0.2f); | 	glColor4f(1.0f, 1.0f, 1.0f, 0.2f); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glVertex2f(fBackPosX, fBackPosY); | 	glVertex2f(itemBackgroundXPos, itemBackgroundYPos); | ||||||
| 	glVertex2f(fBackPosX + fBackWidth, fBackPosY); | 	glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos); | ||||||
| 	glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight); | 	glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight); | ||||||
| 	glVertex2f(fBackPosX, fBackPosY + fBackHeight); | 	glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	// HP Bar | 	// HP Bar | ||||||
| 	float fBarWidth = (Width() / 4.0f) * scaleX; |  | ||||||
| 	float fBarHeight = (Height() / 25.0f) * scaleY; |  | ||||||
| 	float fPosX = (Width() / 25.0f) * scaleX; |  | ||||||
| 	float fBarPosY = (Height() - (Height() * 0.775) * scaleY); |  | ||||||
|  |  | ||||||
| 	float playerHp = m_player.GetHP(); | 	float playerHp = m_player.GetHP(); | ||||||
| 	float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; | 	float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f; | ||||||
|  |  | ||||||
|  | 	float hpBarWidthProportion = 0.25f; | ||||||
|  | 	float hpBarHeightProportion = 0.045f; | ||||||
|  | 	float hpBarWidth = Width() * hpBarWidthProportion; | ||||||
|  | 	float hpBarHeight = Height() * hpBarHeightProportion; | ||||||
|  | 	float hpBarXOffset = Width() * 0.05f; | ||||||
|  | 	float hpBarYOffset = Height() * 0.7f; | ||||||
|  | 	float hpBarYPos = Height() - hpBarHeight - hpBarYOffset; | ||||||
|  |  | ||||||
| 	// HP Bar Background | 	// HP Bar Background | ||||||
| 	glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); | 	glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glVertex2f(fPosX, fBarPosY - fBarHeight); | 	glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight); | ||||||
| 	glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight); | 	glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight); | ||||||
| 	glVertex2f(fPosX + fBarWidth, fBarPosY); | 	glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos); | ||||||
| 	glVertex2f(fPosX, fBarPosY); | 	glVertex2f(itemBackgroundXPos, hpBarYPos); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	// Current HP | 	// Current HP | ||||||
| 	glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); | 	glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glVertex2f(fPosX, fBarPosY - fBarHeight); | 	glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight); | ||||||
| 	glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight); | 	glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight); | ||||||
| 	glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY); | 	glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos); | ||||||
| 	glVertex2f(fPosX, fBarPosY); | 	glVertex2f(itemBackgroundXPos, hpBarYPos); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	// Equip Bar | 	// Equip Bar | ||||||
| @@ -603,22 +605,23 @@ void Engine::DisplayHud(int timer) { | |||||||
| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||||
| 	glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); | 	glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage); | ||||||
|  |  | ||||||
| 	float fEquipWidth = (Width() * 0.175f) * scaleX; | 	float equipWidthProportion = 0.8f;   | ||||||
| 	float fEquipHeight = (fEquipWidth / 2.5) * scaleY; | 	float equipHeightProportion = 0.7f;  | ||||||
| 	float fEquipPosY = (Height() - (Height() * 0.765) * scaleY); | 	float equipWidth = itemBackgroundWidth * equipWidthProportion; | ||||||
|  | 	float equipHeight = itemBackgroundHeight * equipHeightProportion; | ||||||
|  | 	float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f; | ||||||
|  | 	float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f;  | ||||||
|  |  | ||||||
| 	glTranslatef(fPosX, fEquipPosY, 0); | 	glTranslatef(equipXOffset, equipYOffset, 0); | ||||||
|  |  | ||||||
| 	m_textureGun.Bind(); | 	m_textureGun.Bind(); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glTexCoord2f(0, 0); glVertex2i(0, 0); | 	glTexCoord2f(0, 0); glVertex2f(0, 0); | ||||||
| 	glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0); | 	glTexCoord2f(1, 0); glVertex2f(equipWidth, 0); | ||||||
| 	glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight); | 	glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight); | ||||||
| 	glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight); | 	glTexCoord2f(0, 1); glVertex2f(0, equipHeight); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	//glDisable(GL_BLEND); |  | ||||||
|  |  | ||||||
| 	// Username | 	// Username | ||||||
| 	glEnable(GL_BLEND); | 	glEnable(GL_BLEND); | ||||||
| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE); | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE); | ||||||
| @@ -626,30 +629,37 @@ void Engine::DisplayHud(int timer) { | |||||||
|  |  | ||||||
| 	m_textureFont.Bind(); | 	m_textureFont.Bind(); | ||||||
| 	std::ostringstream ss; | 	std::ostringstream ss; | ||||||
| 	float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY; | 	float fUsernamePosY = hpBarYPos - (hpBarHeight * 2); | ||||||
|  |  | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
| 	ss << m_player.GetUsername(); | 	ss << m_player.GetUsername(); | ||||||
| 	PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f); | 	PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f); | ||||||
|  |  | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
| 	ss << m_player.GetHP() * 100 << "%"; | 	ss << m_player.GetHP() * 100 << "%"; | ||||||
| 	PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f); | 	PrintText(itemBackgroundXPos * 5.25f, fUsernamePosY, ss.str(), 1.5f); | ||||||
|  | 	 | ||||||
|  | 	float countdownXOffset = Width() * 0.2f; | ||||||
|  | 	float countdownYOffset = Height() * 0.1f; | ||||||
|  | 	float countdownXPos = Width() - countdownXOffset; | ||||||
|  | 	float countdownYPos = Height() - countdownYOffset; | ||||||
|  |  | ||||||
| 	// Countdown | 	// Countdown | ||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
| 	ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; | 	ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60; | ||||||
| 	PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f); | 	PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f); | ||||||
| } | } | ||||||
|  |  | ||||||
| void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { | void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { | ||||||
| 	m_textureFont.Bind(); | 	m_textureFont.Bind(); | ||||||
| 	std::ostringstream ss; | 	std::ostringstream ss; | ||||||
|  |  | ||||||
| 	auto [scaleX, scaleY] = GetScale(); | 	float marginX = Width() * 0.01; | ||||||
|  | 	float marginY = Height() * 0.05; | ||||||
|  |  | ||||||
|  | 	float fPosX = marginX; | ||||||
|  | 	float fPosY = Height() - marginY; | ||||||
|  |  | ||||||
| 	float fPosX = (Width() / 100.0f) * scaleX; |  | ||||||
| 	float fPosY = Height() - (Height() * 0.05) * scaleY; |  | ||||||
| 	float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); | 	float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); | ||||||
|  |  | ||||||
| 	ss << " Fps : " << GetFps(elapsedTime); | 	ss << " Fps : " << GetFps(elapsedTime); | ||||||
| @@ -667,7 +677,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { | |||||||
| 	ss.str(""); | 	ss.str(""); | ||||||
| 	fPosY -= charSize; | 	fPosY -= charSize; | ||||||
|  |  | ||||||
| 	float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY); | 	float fPosYJump = Height() * 0.09; | ||||||
| 	fPosY = fPosYJump; | 	fPosY = fPosYJump; | ||||||
| 	fPosY -= charSize; | 	fPosY -= charSize; | ||||||
|  |  | ||||||
| @@ -695,6 +705,9 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) { | |||||||
| } | } | ||||||
|  |  | ||||||
| void Engine::DisplaySingleOrMultiplayerMenu() { | void Engine::DisplaySingleOrMultiplayerMenu() { | ||||||
|  | 	GLint viewport[4]; | ||||||
|  | 	glGetIntegerv(GL_VIEWPORT, viewport); | ||||||
|  |  | ||||||
| 	glEnable(GL_BLEND); | 	glEnable(GL_BLEND); | ||||||
| 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | ||||||
| 	glBlendEquation(GL_FUNC_ADD); | 	glBlendEquation(GL_FUNC_ADD); | ||||||
| @@ -711,98 +724,92 @@ void Engine::DisplaySingleOrMultiplayerMenu() { | |||||||
| 	glMatrixMode(GL_MODELVIEW); | 	glMatrixMode(GL_MODELVIEW); | ||||||
| 	glPushMatrix(); | 	glPushMatrix(); | ||||||
|  |  | ||||||
| 	auto [scaleX, scaleY] = GetScale(); | 	// Background | ||||||
| 	float fBackPosX = 0.0f; |  | ||||||
| 	float fBackPosY = 0.0f; |  | ||||||
| 	float fBackWidth = Width(); |  | ||||||
| 	float fBackHeight = Height(); |  | ||||||
|  |  | ||||||
| 	m_textureSoloMultiMenu.Bind(); | 	m_textureSoloMultiMenu.Bind(); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY); | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); | ||||||
| 	glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY); | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f); | ||||||
| 	glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);        | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height()); | ||||||
| 	glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);    | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height()); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	float centerX = (Width() / 2.0f); |  | ||||||
| 	float centerY = (Height() / 2.0f); |  | ||||||
| 	float titleWidth = (centerX * 1.85f) * scaleX; |  | ||||||
| 	float titleHeight = (centerY * 1.85f) * scaleY; |  | ||||||
|  |  | ||||||
| 	// Title | 	// Title | ||||||
| 	glColor4f(1.0f, 0.33f, 0.66f, 1.0f); | 	float titleWidthProportion = 0.4f; | ||||||
|  | 	float titleHeightProportion = 0.4f; | ||||||
|  | 	float titleWidth = titleWidthProportion * Width(); | ||||||
|  | 	float titleHeight = titleHeightProportion * Height(); | ||||||
|  | 	float offsetTitleXFactor = 0.05f; | ||||||
|  | 	float offsetTitleYFactor = 0.05f; | ||||||
|  | 	m_titleX = (Width() - titleWidth) - (offsetTitleXFactor * Width()); | ||||||
|  | 	m_titleY = (Height() - titleHeight) - (offsetTitleYFactor * Height()); | ||||||
|  |  | ||||||
| 	m_textureTitle.Bind(); | 	m_textureTitle.Bind(); | ||||||
|  | 	glColor4f(1.0f, 0.5f, 0.0f, 1.0f); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);  | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(m_titleX, m_titleY); | ||||||
| 	glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY); | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(m_titleX + titleWidth, m_titleY); | ||||||
| 	glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);  | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(m_titleX + titleWidth, m_titleY + titleHeight); | ||||||
| 	glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight); | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(m_titleX, m_titleY + titleHeight); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	glBindTexture(GL_TEXTURE_2D, 0); | 	glBindTexture(GL_TEXTURE_2D, 0); | ||||||
|  |  | ||||||
| 	// Solo game indicator | 	// Single Player and Multiplayer button background quads | ||||||
| 	float fPosX = (centerX * 1.1f) * scaleX; | 	float buttonWidthProportion = 0.4f; | ||||||
| 	float fPosXWidth = (centerX * 1.75f) * scaleX; | 	float buttonHeightProportion = 0.075f; | ||||||
| 	float soloPosY = (centerY * 0.75f) * scaleY; | 	float buttonWidth = buttonWidthProportion * Width(); | ||||||
| 	float soloHeight = (centerY * 0.9f) * scaleY; | 	float buttonHeight = buttonHeightProportion * Height(); | ||||||
|  | 	float offsetSingleButtonXFactor = 0.075f; | ||||||
|  | 	float offsetSingleButtonYFactor = 0.05f;  | ||||||
|  |  | ||||||
|  | 	float buttonPosX = m_titleX; | ||||||
|  | 	float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height()); | ||||||
|  | 	float buttonMultiPosY = (buttonSinglePosY * 0.75); | ||||||
|  |  | ||||||
|  | 	// Single Player background | ||||||
| 	glColor4f(1.0f, 1.0f, 1.0f, 0.5f); | 	glColor4f(1.0f, 1.0f, 1.0f, 0.5f); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);  | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY); | ||||||
| 	glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);  | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY); | ||||||
| 	glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, soloHeight);  | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight); | ||||||
| 	glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, soloHeight); | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	glBindTexture(GL_TEXTURE_2D, 0); | 	// Single Player text | ||||||
|  |  | ||||||
| 	float fPosXSoloText = (centerX * 0.75f) * scaleX; |  | ||||||
| 	float fPosXWidthSoloText = (centerX * 2.0f) * scaleX; |  | ||||||
| 	float soloPosYSoloText = (centerY * 0.35f) * scaleY; |  | ||||||
| 	float soloHeightSoloText = (centerY * 1.3) * scaleY; |  | ||||||
|  |  | ||||||
| 	m_textureSoloText.Bind(); | 	m_textureSoloText.Bind(); | ||||||
| 	glColor4f(0.5f, 0.0f, 0.5f, 1.0f); | 	glColor4f(0.75f, 0.05f, 0.0f, 1.0f); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosXSoloText, soloPosYSoloText); | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY); | ||||||
| 	glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidthSoloText, soloPosYSoloText); | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY); | ||||||
| 	glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidthSoloText, soloHeightSoloText); | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonSinglePosY + buttonHeight); | ||||||
| 	glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosXSoloText, soloHeightSoloText); | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonSinglePosY + buttonHeight); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
| 	glBindTexture(GL_TEXTURE_2D, 0); | 	glBindTexture(GL_TEXTURE_2D, 0); | ||||||
|  | 	// Multi Player background | ||||||
| 	// Multiplayer game indicator |  | ||||||
| 	float multiPosY = (centerY * 0.5f) * scaleY; |  | ||||||
| 	float multiHeight = (centerY * 0.65f) * scaleY; |  | ||||||
|  |  | ||||||
| 	glColor4f(1.0f, 1.0f, 1.0f, 0.5f); | 	glColor4f(1.0f, 1.0f, 1.0f, 0.5f); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, multiPosY); | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY); | ||||||
| 	glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, multiPosY);  | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY); | ||||||
| 	glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidth, multiHeight); | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight); | ||||||
| 	glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosX, multiHeight);  | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
|  |  | ||||||
|  | 	// Multi Player text | ||||||
| 	float fPosXMultiText = (centerX * 0.7f) * scaleX; |  | ||||||
| 	float fPosXWidthMultiText = (centerX * 2.0f) * scaleX; |  | ||||||
| 	float multiPosYMultiText = (centerY * 0.01f) * scaleY; |  | ||||||
| 	float multiHeightMultiText = (centerY * 1.0105) * scaleY; |  | ||||||
|  |  | ||||||
| 	m_textureMultiText.Bind(); | 	m_textureMultiText.Bind(); | ||||||
| 	glColor4f(0.5f, 0.0f, 0.5f, 1.0f); | 	glColor4f(0.75f, 0.05f, 0.0f, 1.0f); | ||||||
| 	glBegin(GL_QUADS); | 	glBegin(GL_QUADS); | ||||||
| 	glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosXMultiText, multiPosYMultiText); | 	glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonMultiPosY); | ||||||
| 	glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidthMultiText, multiPosYMultiText); | 	glTexCoord2f(1.0f, 0.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY); | ||||||
| 	glTexCoord2f(1.0f, 1.0f); glVertex2f(fPosXWidthMultiText, multiHeightMultiText); | 	glTexCoord2f(1.0f, 1.0f); glVertex2f(buttonPosX + buttonWidth, buttonMultiPosY + buttonHeight); | ||||||
| 	glTexCoord2f(0.0f, 1.0f); glVertex2f(fPosXMultiText, multiHeightMultiText); | 	glTexCoord2f(0.0f, 1.0f); glVertex2f(buttonPosX, buttonMultiPosY + buttonHeight); | ||||||
| 	glEnd(); | 	glEnd(); | ||||||
| 	// TODO: Add SOLO / MULTIPLAYER text with font |  | ||||||
| 	glColor4f(1.0f, 1.0f, 1.0f, 1.0f); | 	glColor4f(1.0f, 1.0f, 1.0f, 1.0f); | ||||||
|  |  | ||||||
|  | 	// Reset the state | ||||||
|  | 	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); | ||||||
|  |  | ||||||
| 	glEnable(GL_STENCIL_TEST); | 	glEnable(GL_STENCIL_TEST); | ||||||
| 	glEnable(GL_DEPTH_TEST); | 	glEnable(GL_DEPTH_TEST); | ||||||
|  |  | ||||||
| @@ -812,7 +819,6 @@ void Engine::DisplaySingleOrMultiplayerMenu() { | |||||||
| 	glMatrixMode(GL_MODELVIEW); | 	glMatrixMode(GL_MODELVIEW); | ||||||
| 	glPopMatrix(); | 	glPopMatrix(); | ||||||
|  |  | ||||||
|  |  | ||||||
| 	ShowCursor(); | 	ShowCursor(); | ||||||
| } | } | ||||||
|  |  | ||||||
| @@ -872,10 +878,13 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) { | |||||||
| } | } | ||||||
|  |  | ||||||
| void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) { | void Engine::PrintText(float x, float y, const std::string& t, float charSizeMultiplier) { | ||||||
| 	auto [scaleX, scaleY] = GetScale(); | 	float windowWidth = static_cast<float>(Width()); | ||||||
| 	float scale = std::min(scaleX, scaleY); | 	float windowHeight = static_cast<float>(Height()); | ||||||
|  |  | ||||||
| 	float baseCharSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600); | 	float posX = x * windowWidth; | ||||||
|  | 	float posY = y * windowHeight; | ||||||
|  |  | ||||||
|  | 	float baseCharSize = 20 + (24 - 20) * (windowWidth - 1600) / (1920 - 1600); | ||||||
| 	float charSize = baseCharSize * charSizeMultiplier; | 	float charSize = baseCharSize * charSizeMultiplier; | ||||||
|  |  | ||||||
| 	glLoadIdentity(); | 	glLoadIdentity(); | ||||||
| @@ -888,21 +897,15 @@ void Engine::PrintText(float x, float y, const std::string& t, float charSizeMul | |||||||
|  |  | ||||||
| 		glBegin(GL_QUADS); | 		glBegin(GL_QUADS); | ||||||
| 		glTexCoord2f(left, 1.f - top - .0625f);          glVertex2f(0, 0); | 		glTexCoord2f(left, 1.f - top - .0625f);          glVertex2f(0, 0); | ||||||
| 		glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize * scale, 0); | 		glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(charSize, 0); | ||||||
| 		glTexCoord2f(left + .0625f, 1.f - top);          glVertex2f(charSize * scale, charSize * scale); | 		glTexCoord2f(left + .0625f, 1.f - top);          glVertex2f(charSize, charSize); | ||||||
| 		glTexCoord2f(left, 1.f - top);                   glVertex2f(0, charSize * scale); | 		glTexCoord2f(left, 1.f - top);                   glVertex2f(0, charSize); | ||||||
| 		glEnd(); | 		glEnd(); | ||||||
|  |  | ||||||
| 		glTranslated(0.5555f * charSize * scale, 0, 0); | 		glTranslated(0.5555f * charSize, 0, 0); | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
|  |  | ||||||
| std::pair<float, float> Engine::GetScale() const { |  | ||||||
| 	float widthRatio = static_cast<float>(Width()) / BASE_WIDTH; |  | ||||||
| 	float heightRatio = static_cast<float>(Height()) / BASE_HEIGHT; |  | ||||||
| 	return { widthRatio, heightRatio }; |  | ||||||
| } |  | ||||||
|  |  | ||||||
| int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } | int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } | ||||||
| int Engine::GetCountdown(float elapsedTime) { | int Engine::GetCountdown(float elapsedTime) { | ||||||
| 	if (m_resetcountdown) | 	if (m_resetcountdown) | ||||||
| @@ -1243,22 +1246,31 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { | |||||||
| 	} | 	} | ||||||
| 	else if (m_gamestate == GameState::OPTIONS) | 	else if (m_gamestate == GameState::OPTIONS) | ||||||
| 	{ | 	{ | ||||||
| 		auto [scaleX, scaleY] = GetScale(); | 		float buttonWidthProportion = 0.4f; | ||||||
| 		float soloLx = ((Width() / 2.0f) + 30) * scaleX; | 		float buttonHeightProportion = 0.075f; | ||||||
| 		float soloLy = ((Height() / 2.0f) + 20) * scaleY; | 		float buttonWidth = buttonWidthProportion * Width(); | ||||||
| 		float soloRx = ((Width() / 2.0f) + 240) * scaleX;         | 		float buttonHeight = buttonHeightProportion * Height(); | ||||||
| 		float soloRy = ((Height() / 2.0f) + 60) * scaleY; | 		float offsetSingleButtonXFactor = 0.075f; | ||||||
|  | 		float offsetSingleButtonYFactor = 0.05f; | ||||||
|  |  | ||||||
| 		float multiLx = ((Width() / 2.0f) + 30) * scaleX; | 		float buttonPosX = m_titleX; | ||||||
| 		float multiLy = ((Height() / 2.0f) + 85) * scaleY; | 		float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height()); | ||||||
| 		float multiRx = ((Width() / 2.0f) + 240) * scaleX; | 		float buttonMultiPosY = buttonSinglePosY * 0.75; | ||||||
| 		float multiRy = ((Height() / 2.0f) + 120) * scaleY; | 		float adjustedMouseY = Height() - m_mousemy; | ||||||
|  |  | ||||||
| 		if (m_mousemx >= soloLx && m_mousemx <= soloRx && m_mousemy >= soloLy && m_mousemy <= soloRy) { | 		// Single Player | ||||||
|  | 		if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) && | ||||||
|  | 			adjustedMouseY >= buttonSinglePosY && adjustedMouseY <= (buttonSinglePosY + buttonHeight)) | ||||||
|  | 		{ | ||||||
|  | 			std::cout << "Single Player button clicked" << std::endl; | ||||||
| 			m_soloMultiChoiceMade = true; | 			m_soloMultiChoiceMade = true; | ||||||
| 			m_gamestate = GameState::PLAY; | 			m_gamestate = GameState::PLAY; | ||||||
| 		} | 		} | ||||||
| 		else if (m_mousemx >= multiLx && m_mousemx <= multiRx && m_mousemy >= multiLy && m_mousemy <= multiRy) { | 		// Multiplayer | ||||||
|  | 		else if (m_mousemx >= buttonPosX && m_mousemx <= (buttonPosX + buttonWidth) && | ||||||
|  | 			adjustedMouseY >= buttonMultiPosY && adjustedMouseY <= (buttonMultiPosY + buttonHeight)) | ||||||
|  | 		{ | ||||||
|  | 			std::cout << "Multiplayer button clicked" << std::endl; | ||||||
| 			m_soloMultiChoiceMade = true; | 			m_soloMultiChoiceMade = true; | ||||||
| 			m_gamestate = GameState::PLAY; | 			m_gamestate = GameState::PLAY; | ||||||
| 		} | 		} | ||||||
|   | |||||||
| @@ -38,8 +38,6 @@ public: | |||||||
|     virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); |     virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); | ||||||
|  |  | ||||||
| private: | private: | ||||||
|     std::pair<float, float> GetScale() const; |  | ||||||
|  |  | ||||||
|     int GetFps(float elapsedTime) const; |     int GetFps(float elapsedTime) const; | ||||||
|     int GetCountdown(float elapsedTime); |     int GetCountdown(float elapsedTime); | ||||||
|  |  | ||||||
| @@ -100,6 +98,8 @@ private: | |||||||
|     float m_scale; |     float m_scale; | ||||||
|     float m_time = 0; |     float m_time = 0; | ||||||
|     float m_time_SplashScreen = 0; |     float m_time_SplashScreen = 0; | ||||||
|  |     float m_titleX = 0; | ||||||
|  |     float m_titleY = 0; | ||||||
|     float m_Width = 0; |     float m_Width = 0; | ||||||
|     float m_Height = 0; |     float m_Height = 0; | ||||||
|  |  | ||||||
|   | |||||||
										
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| @@ -9,7 +9,7 @@ Mesh::~Mesh() { | |||||||
| void Mesh::FlushMeshToVBO() { | void Mesh::FlushMeshToVBO() { | ||||||
|     m_vertexBuffer.SetMeshData(m_vd, m_vcount); |     m_vertexBuffer.SetMeshData(m_vd, m_vcount); | ||||||
|     m_vcount = 0; |     m_vcount = 0; | ||||||
|     delete[] m_vd; |     //delete[] m_vd; | ||||||
| } | } | ||||||
|  |  | ||||||
| void Mesh::FlushVBO() { | void Mesh::FlushVBO() { | ||||||
|   | |||||||
		Reference in New Issue
	
	Block a user