Fix pour resize dynamique de la fenetre de jeu (positionnement et scalaires).
Fix pour le maudit F10-fullscreen
This commit is contained in:
parent
eed8f5f04a
commit
9dd2e1b821
@ -429,16 +429,13 @@ void Engine::ProcessNotificationQueue() {
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//float fPosY = Height() - (Height() * 0.05) * scaleY;
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//float fPosY = Height() - (Height() * 0.05) * scaleY;
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m_textureFont.Bind();
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m_textureFont.Bind();
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float xOffset = Width() * 0.66f;
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auto [scaleX, scaleY] = GetScale();
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float yOffset = Height() * 0.83f;
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float xOffset = (Width() / 1.5f) * scaleX;
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float yOffset = (Height() / 1.2f) * scaleY;
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for (auto it = notifications.begin(); it != notifications.end(); ) {
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for (auto it = notifications.begin(); it != notifications.end(); ) {
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float timeSinceDisplay = m_time - it->displayStartTime;
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float timeSinceDisplay = m_time - it->displayStartTime;
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float y = yOffset - (20.0f * scaleX * (it - notifications.begin()));
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float y = yOffset - (20.0f * (it - notifications.begin()));
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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@ -511,14 +508,13 @@ void Engine::DisplayPovGun() {
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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float scaleX = (Width()) / BASE_WIDTH;
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float baseXOffsetPercentage = 0.4958;
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float scaleY = (Height()) / BASE_HEIGHT;
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float baseWidthPercentage = 0.4688;
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float baseXOffset = 0.4958 * BASE_WIDTH;
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float baseHeightPercentage = 0.5787;
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float baseWidth = 0.4688 * BASE_WIDTH;
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float baseHeight = 0.5787 * BASE_HEIGHT;
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float xTranslation = baseXOffsetPercentage * Width();
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float xTranslation = baseXOffset * scaleX;
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float quadWidth = baseWidthPercentage * Width();
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float quadWidth = baseWidth * scaleX;
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float quadHeight = baseHeightPercentage * Height();
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float quadHeight = baseHeight * scaleY;
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m_texturePovGun.Bind();
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m_texturePovGun.Bind();
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glLoadIdentity();
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glLoadIdentity();
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@ -543,7 +539,6 @@ void Engine::DisplayPovGun() {
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopMatrix();
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}
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}
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@ -556,46 +551,53 @@ void Engine::DisplayHud(int timer) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glLoadIdentity();
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glLoadIdentity();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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auto [scaleX, scaleY] = GetScale();
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float fBackPosX = (Width() / 25.0f) * scaleX;
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float itemBackgroundWidthProportion = 0.25f;
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float fBackPosY = (Height() - (Height() * 0.815) * scaleY);
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float itemBackgroundHeightProportion = 0.175f;
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float fBackWidth = (Width() / 4.0f) * scaleX;
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float itemBackgroundWidth = Width() * itemBackgroundWidthProportion;
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float fBackHeight = (Height() / 5.5f) * scaleY;
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float itemBackgroundHeight = Height() * itemBackgroundHeightProportion;
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float itemBackgroundXOffset = Width() * 0.05f;
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float itemBackgroundYOffset = Height() * 0.6f;
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float itemBackgroundXPos = itemBackgroundXOffset;
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float itemBackgroundYPos = Height() - itemBackgroundHeight - itemBackgroundYOffset;
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// Selected item background
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glVertex2f(fBackPosX, fBackPosY);
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glVertex2f(itemBackgroundXPos, itemBackgroundYPos);
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glVertex2f(fBackPosX + fBackWidth, fBackPosY);
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glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos);
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glVertex2f(fBackPosX + fBackWidth, fBackPosY + fBackHeight);
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glVertex2f(itemBackgroundXPos + itemBackgroundWidth, itemBackgroundYPos + itemBackgroundHeight);
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glVertex2f(fBackPosX, fBackPosY + fBackHeight);
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glVertex2f(itemBackgroundXPos, itemBackgroundYPos + itemBackgroundHeight);
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glEnd();
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glEnd();
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// HP Bar
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// HP Bar
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float fBarWidth = (Width() / 4.0f) * scaleX;
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float fBarHeight = (Height() / 25.0f) * scaleY;
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float fPosX = (Width() / 25.0f) * scaleX;
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float fBarPosY = (Height() - (Height() * 0.775) * scaleY);
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float playerHp = m_player.GetHP();
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float playerHp = m_player.GetHP();
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float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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float hpBarWidthProportion = 0.25f;
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float hpBarHeightProportion = 0.045f;
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float hpBarWidth = Width() * hpBarWidthProportion;
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float hpBarHeight = Height() * hpBarHeightProportion;
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float hpBarXOffset = Width() * 0.05f;
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float hpBarYOffset = Height() * 0.7f;
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float hpBarYPos = Height() - hpBarHeight - hpBarYOffset;
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// HP Bar Background
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// HP Bar Background
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fBarPosY - fBarHeight);
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glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
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glVertex2f(fPosX + fBarWidth, fBarPosY - fBarHeight);
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glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos - hpBarHeight);
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glVertex2f(fPosX + fBarWidth, fBarPosY);
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glVertex2f(itemBackgroundXPos + itemBackgroundWidth, hpBarYPos);
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glVertex2f(fPosX, fBarPosY);
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glVertex2f(itemBackgroundXPos, hpBarYPos);
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glEnd();
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glEnd();
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// Current HP
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// Current HP
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glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
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glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glVertex2f(fPosX, fBarPosY - fBarHeight);
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glVertex2f(itemBackgroundXPos, hpBarYPos - hpBarHeight);
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glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY - fBarHeight);
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glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos - hpBarHeight);
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glVertex2f(fPosX + fBarWidth * playerHp, fBarPosY);
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glVertex2f(itemBackgroundXPos + itemBackgroundWidth * playerHp, hpBarYPos);
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glVertex2f(fPosX, fBarPosY);
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glVertex2f(itemBackgroundXPos, hpBarYPos);
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glEnd();
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glEnd();
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// Equip Bar
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// Equip Bar
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@ -603,22 +605,23 @@ void Engine::DisplayHud(int timer) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
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float fEquipWidth = (Width() * 0.175f) * scaleX;
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float equipWidthProportion = 0.8f;
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float fEquipHeight = (fEquipWidth / 2.5) * scaleY;
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float equipHeightProportion = 0.7f;
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float fEquipPosY = (Height() - (Height() * 0.765) * scaleY);
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float equipWidth = itemBackgroundWidth * equipWidthProportion;
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float equipHeight = itemBackgroundHeight * equipHeightProportion;
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float equipXOffset = itemBackgroundXPos + (itemBackgroundWidth - equipWidth) * 0.1f;
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float equipYOffset = itemBackgroundYPos + (itemBackgroundHeight - equipHeight) * 0.75f;
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glTranslatef(fPosX, fEquipPosY, 0);
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glTranslatef(equipXOffset, equipYOffset, 0);
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m_textureGun.Bind();
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m_textureGun.Bind();
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2i(0, 0);
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glTexCoord2f(0, 0); glVertex2f(0, 0);
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glTexCoord2f(1, 0); glVertex2i(fEquipWidth, 0);
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glTexCoord2f(1, 0); glVertex2f(equipWidth, 0);
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glTexCoord2f(1, 1); glVertex2i(fEquipWidth, fEquipHeight);
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glTexCoord2f(1, 1); glVertex2f(equipWidth, equipHeight);
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glTexCoord2f(0, 1); glVertex2i(0, fEquipHeight);
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glTexCoord2f(0, 1); glVertex2f(0, equipHeight);
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glEnd();
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glEnd();
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//glDisable(GL_BLEND);
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// Username
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// Username
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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@ -626,30 +629,37 @@ void Engine::DisplayHud(int timer) {
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m_textureFont.Bind();
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m_textureFont.Bind();
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std::ostringstream ss;
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std::ostringstream ss;
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float fUsernamePosY = fBarPosY - (fBarHeight * 2) * scaleY;
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float fUsernamePosY = hpBarYPos - (hpBarHeight * 2);
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ss.str("");
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ss.str("");
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ss << m_player.GetUsername();
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ss << m_player.GetUsername();
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PrintText(fPosX, fUsernamePosY, ss.str(), 1.5f);
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PrintText(itemBackgroundXPos, fUsernamePosY, ss.str(), 1.5f);
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ss.str("");
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ss.str("");
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ss << m_player.GetHP() * 100 << "%";
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ss << m_player.GetHP() * 100 << "%";
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PrintText(fPosX * 6.25, fUsernamePosY, ss.str(), 1.5f);
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PrintText(itemBackgroundXPos * 5.25f, fUsernamePosY, ss.str(), 1.5f);
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float countdownXOffset = Width() * 0.2f;
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float countdownYOffset = Height() * 0.1f;
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float countdownXPos = Width() - countdownXOffset;
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float countdownYPos = Height() - countdownYOffset;
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// Countdown
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// Countdown
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ss.str("");
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ss.str("");
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ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
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ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
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PrintText(Width() - (Width() * 0.2f) * scaleX, Height() - (Height() * 0.1) * scaleY, ss.str(), 2.0f);
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PrintText(countdownXPos, countdownYPos, ss.str(), 2.0f);
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}
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}
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void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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m_textureFont.Bind();
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m_textureFont.Bind();
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std::ostringstream ss;
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std::ostringstream ss;
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auto [scaleX, scaleY] = GetScale();
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float marginX = Width() * 0.01;
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float marginY = Height() * 0.05;
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float fPosX = marginX;
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float fPosY = Height() - marginY;
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float fPosX = (Width() / 100.0f) * scaleX;
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float fPosY = Height() - (Height() * 0.05) * scaleY;
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float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
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float charSize = 20 + (24 - 20) * (Width() - 1600) / (1920 - 1600);
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ss << " Fps : " << GetFps(elapsedTime);
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ss << " Fps : " << GetFps(elapsedTime);
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@ -667,7 +677,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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ss.str("");
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ss.str("");
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fPosY -= charSize;
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fPosY -= charSize;
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float fPosYJump = ((Height() - (Height() * 0.9f)) * scaleY);
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float fPosYJump = Height() * 0.09;
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fPosY = fPosYJump;
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fPosY = fPosYJump;
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fPosY -= charSize;
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fPosY -= charSize;
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@ -695,6 +705,9 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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}
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}
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void Engine::DisplaySingleOrMultiplayerMenu() {
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void Engine::DisplaySingleOrMultiplayerMenu() {
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GLint viewport[4];
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glGetIntegerv(GL_VIEWPORT, viewport);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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@ -711,98 +724,92 @@ void Engine::DisplaySingleOrMultiplayerMenu() {
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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auto [scaleX, scaleY] = GetScale();
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// Background
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float fBackPosX = 0.0f;
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float fBackPosY = 0.0f;
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float fBackWidth = Width();
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float fBackHeight = Height();
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m_textureSoloMultiMenu.Bind();
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m_textureSoloMultiMenu.Bind();
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(fBackPosX, fBackPosY);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(fBackWidth, fBackPosY);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(Width(), 0.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(fBackWidth, fBackHeight);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(Width(), Height());
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glTexCoord2f(0.0f, 1.0f); glVertex2f(fBackPosX, fBackHeight);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, Height());
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glEnd();
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glEnd();
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float centerX = (Width() / 2.0f);
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float centerY = (Height() / 2.0f);
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float titleWidth = (centerX * 1.85f) * scaleX;
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float titleHeight = (centerY * 1.85f) * scaleY;
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// Title
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// Title
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glColor4f(1.0f, 0.33f, 0.66f, 1.0f);
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float titleWidthProportion = 0.4f;
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float titleHeightProportion = 0.4f;
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float titleWidth = titleWidthProportion * Width();
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float titleHeight = titleHeightProportion * Height();
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float offsetTitleXFactor = 0.05f;
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float offsetTitleYFactor = 0.05f;
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m_titleX = (Width() - titleWidth) - (offsetTitleXFactor * Width());
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m_titleY = (Height() - titleHeight) - (offsetTitleYFactor * Height());
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m_textureTitle.Bind();
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m_textureTitle.Bind();
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glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(centerX, centerY);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(m_titleX, m_titleY);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(titleWidth, centerY);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(m_titleX + titleWidth, m_titleY);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(titleWidth, titleHeight);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(m_titleX + titleWidth, m_titleY + titleHeight);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(centerX, titleHeight);
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glTexCoord2f(0.0f, 1.0f); glVertex2f(m_titleX, m_titleY + titleHeight);
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glEnd();
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Solo game indicator
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// Single Player and Multiplayer button background quads
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float fPosX = (centerX * 1.1f) * scaleX;
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float buttonWidthProportion = 0.4f;
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float fPosXWidth = (centerX * 1.75f) * scaleX;
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float buttonHeightProportion = 0.075f;
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float soloPosY = (centerY * 0.75f) * scaleY;
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float buttonWidth = buttonWidthProportion * Width();
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float soloHeight = (centerY * 0.9f) * scaleY;
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float buttonHeight = buttonHeightProportion * Height();
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float offsetSingleButtonXFactor = 0.075f;
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float offsetSingleButtonYFactor = 0.05f;
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float buttonPosX = m_titleX;
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float buttonSinglePosY = m_titleY - buttonHeight - (offsetSingleButtonYFactor * Height());
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float buttonMultiPosY = (buttonSinglePosY * 0.75);
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// Single Player background
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glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
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glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(fPosX, soloPosY);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(buttonPosX, buttonSinglePosY);
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glTexCoord2f(1.0f, 0.0f); glVertex2f(fPosXWidth, soloPosY);
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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;
|
||||||
|
|
||||||
|
Binary file not shown.
Before Width: | Height: | Size: 3.6 KiB After Width: | Height: | Size: 1.8 KiB |
Binary file not shown.
Before Width: | Height: | Size: 4.0 KiB After Width: | Height: | Size: 2.1 KiB |
@ -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() {
|
||||||
|
Loading…
Reference in New Issue
Block a user