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GameUI refactor (part 4/X): Move Game::guitext_status, Game::m_status…

…text, GameRunData::statustext_time to GameUI class

Other enhancements:
* Simplify setStatusText to showStatusText, as it shows the label too (preventing almost every setStatusText to call setStatusTextTime(0)
* Add unittests
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nerzhul committed Jan 4, 2018
1 parent aab3b18 commit fe510d90c15d9bec3a8c1dafc7b1730b11a9f6bd
Showing with 102 additions and 104 deletions.
  1. +45 −1 src/client/gameui.cpp
  2. +22 −7 src/client/gameui.h
  3. +14 −96 src/game.cpp
  4. +21 −0 src/unittest/test_gameui.cpp
@@ -54,10 +54,16 @@ void GameUI::init()
m_guitext_info = gui::StaticText::add(guienv, L"",
core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5)
+ v2s32(100, 200), false, true, guiroot);

// Status text (displays info when showing and hiding GUI stuff, etc.)
m_guitext_status = gui::StaticText::add(guienv, L"<Status>",
core::rect<s32>(0, 0, 0, 0), false, false, guiroot);

m_guitext_status->setVisible(false);
}

void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
const CameraOrientation &cam, const PointedThing &pointed_old)
const CameraOrientation &cam, const PointedThing &pointed_old, float dtime)
{
v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();

@@ -125,6 +131,44 @@ void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_

setStaticText(m_guitext_info, translate_string(m_infotext).c_str());
m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0);

static const float statustext_time_max = 1.5f;

if (!m_statustext.empty()) {
m_statustext_time += dtime;

if (m_statustext_time >= statustext_time_max) {
clearStatusText();
m_statustext_time = 0.0f;
}
}

setStaticText(m_guitext_status, translate_string(m_statustext).c_str());
m_guitext_status->setVisible(!m_statustext.empty());

if (!m_statustext.empty()) {
s32 status_width = m_guitext_status->getTextWidth();
s32 status_height = m_guitext_status->getTextHeight();
s32 status_y = screensize.Y - 150;
s32 status_x = (screensize.X - status_width) / 2;

m_guitext_status->setRelativePosition(core::rect<s32>(status_x ,
status_y - status_height, status_x + status_width, status_y));

// Fade out
video::SColor initial_color(255, 0, 0, 0);

if (guienv->getSkin())
initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);

video::SColor final_color = initial_color;
final_color.setAlpha(0);
video::SColor fade_color = initial_color.getInterpolated_quadratic(
initial_color, final_color,
pow(m_statustext_time / statustext_time_max, 2.0f));
m_guitext_status->setOverrideColor(fade_color);
m_guitext_status->enableOverrideColor(true);
}
}

void GameUI::initFlags()
@@ -33,6 +33,9 @@ class GameUI
// Temporary between coding time to move things here
friend class Game;

// Permit unittests to access members directly
friend class TestGameUI;

public:
GameUI() = default;
~GameUI() = default;
@@ -51,25 +54,37 @@ class GameUI

void init();
void update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
const CameraOrientation &cam, const PointedThing &pointed_old);
const CameraOrientation &cam, const PointedThing &pointed_old, float dtime);

void initFlags();
const Flags &getFlags() const { return m_flags; }

void showMinimap(bool show);

void setInfoText(const std::wstring &str) { m_infotext = str; }
void clearInfoText() { m_infotext.clear(); }
inline void setInfoText(const std::wstring &str) { m_infotext = str; }
inline void clearInfoText() { m_infotext.clear(); }

inline void showStatusText(const std::wstring &str)
{
m_statustext = str;
m_statustext_time = 0.0f;
}
inline void clearStatusText() { m_statustext.clear(); }

private:
Flags m_flags;

gui::IGUIStaticText *m_guitext; // First line of debug text
gui::IGUIStaticText *m_guitext2; // Second line of debug text
gui::IGUIStaticText *m_guitext_info; // At the middle of the screen
gui::IGUIStaticText *m_guitext = nullptr; // First line of debug text
gui::IGUIStaticText *m_guitext2 = nullptr; // Second line of debug text

gui::IGUIStaticText *m_guitext_info = nullptr; // At the middle of the screen
std::wstring m_infotext;

gui::IGUIStaticText *m_guitext_status = nullptr;
std::wstring m_statustext;
float m_statustext_time = 0.0f;

// @TODO future move
// gui::IGUIStaticText *m_guitext_status;
// gui::IGUIStaticText *m_guitext_chat; // Chat text
// gui::IGUIStaticText *m_guitext_profiler; // Profiler text
};

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