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authorLoic Blot <loic.blot@unix-experience.fr>2018-01-04 19:52:40 +0100
committerLoïc Blot <nerzhul@users.noreply.github.com>2018-01-05 20:59:30 +0100
commitaab3b18e4b9f847ba1e521d5a73624b0bb6a467a (patch)
tree913de68fcd9211c2433bc2fa78315b0002b1640f
parent3a772e7ed6c02f91de57320b1694c7d11e1c7618 (diff)
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GameUI refactor (part 3/X): Move Game::guitext2, Game::guitext_info, Game::infotext to GameUI class
Other enhancements: * Drop unused GameRunData::time_of_day * Little GameUI::update code path optimizations
-rw-r--r--src/client/gameui.cpp78
-rw-r--r--src/client/gameui.h12
-rw-r--r--src/game.cpp88
-rw-r--r--src/game.h5
-rw-r--r--src/unittest/test_gameui.cpp2
5 files changed, 92 insertions, 93 deletions
diff --git a/src/client/gameui.cpp b/src/client/gameui.cpp
index 53d9f4a9c..d6d52823a 100644
--- a/src/client/gameui.cpp
+++ b/src/client/gameui.cpp
@@ -21,22 +21,46 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gameui.h"
#include <irrlicht_changes/static_text.h>
#include "gui/mainmenumanager.h"
+#include "util/pointedthing.h"
#include "client.h"
-#include "fontengine.h"
#include "clientmap.h"
-#include "version.h"
+#include "fontengine.h"
+#include "nodedef.h"
#include "renderingengine.h"
+#include "version.h"
+
+inline static const char *yawToDirectionString(int yaw)
+{
+ static const char *direction[4] = {"N +Z", "W -X", "S -Z", "E +X"};
+
+ yaw = wrapDegrees_0_360(yaw);
+ yaw = (yaw + 45) % 360 / 90;
+
+ return direction[yaw];
+}
void GameUI::init()
{
// First line of debug text
m_guitext = gui::StaticText::add(guienv, utf8_to_wide(PROJECT_NAME_C).c_str(),
core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
+
+ // Second line of debug text
+ m_guitext2 = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0), false,
+ false, guiroot);
+
+ // At the middle of the screen
+ // Object infos are shown in this
+ 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);
}
-void GameUI::update(const RunStats &stats, Client *client,
- const MapDrawControl *draw_control)
+void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
+ const CameraOrientation &cam, const PointedThing &pointed_old)
{
+ v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
+
if (m_flags.show_debug) {
static float drawtime_avg = 0;
drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
@@ -57,16 +81,50 @@ void GameUI::update(const RunStats &stats, Client *client,
<< std::setprecision(3)
<< ", RTT: " << client->getRTT() << "s";
setStaticText(m_guitext, utf8_to_wide(os.str()).c_str());
- m_guitext->setVisible(true);
- } else {
- m_guitext->setVisible(false);
- }
- if (m_guitext->isVisible()) {
- v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
m_guitext->setRelativePosition(core::rect<s32>(5, 5, screensize.X,
5 + g_fontengine->getTextHeight()));
}
+
+ // Finally set the guitext visible depending on the flag
+ m_guitext->setVisible(m_flags.show_debug);
+
+ if (m_flags.show_debug) {
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ v3f player_position = player->getPosition();
+
+ std::ostringstream os(std::ios_base::binary);
+ os << std::setprecision(1) << std::fixed
+ << "pos: (" << (player_position.X / BS)
+ << ", " << (player_position.Y / BS)
+ << ", " << (player_position.Z / BS)
+ << "), yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
+ << yawToDirectionString(cam.camera_yaw)
+ << ", seed: " << ((u64)client->getMapSeed());
+
+ if (pointed_old.type == POINTEDTHING_NODE) {
+ ClientMap &map = client->getEnv().getClientMap();
+ const INodeDefManager *nodedef = client->getNodeDefManager();
+ MapNode n = map.getNodeNoEx(pointed_old.node_undersurface);
+
+ if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
+ os << ", pointed: " << nodedef->get(n).name
+ << ", param2: " << (u64) n.getParam2();
+ }
+ }
+
+ setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str());
+
+ m_guitext2->setRelativePosition(core::rect<s32>(5,
+ 5 + g_fontengine->getTextHeight(), screensize.X,
+ 5 + g_fontengine->getTextHeight() * 2
+ ));
+ }
+
+ m_guitext2->setVisible(m_flags.show_debug);
+
+ setStaticText(m_guitext_info, translate_string(m_infotext).c_str());
+ m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0);
}
void GameUI::initFlags()
diff --git a/src/client/gameui.h b/src/client/gameui.h
index 593fd4ff3..0e1085b01 100644
--- a/src/client/gameui.h
+++ b/src/client/gameui.h
@@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#pragma once
#include <IGUIEnvironment.h>
+#include <util/pointedthing.h>
#include "game.h"
using namespace irr;
@@ -49,20 +50,25 @@ public:
};
void init();
- void update(const RunStats &stats, Client *client, const MapDrawControl *draw_control);
+ void update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
+ const CameraOrientation &cam, const PointedThing &pointed_old);
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(); }
+
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
+ std::wstring m_infotext;
// @TODO future move
- // gui::IGUIStaticText *m_guitext2; // Second line of debug text
- // gui::IGUIStaticText *m_guitext_info; // At the middle of the screen
// gui::IGUIStaticText *m_guitext_status;
// gui::IGUIStaticText *m_guitext_chat; // Chat text
// gui::IGUIStaticText *m_guitext_profiler; // Profiler text
diff --git a/src/game.cpp b/src/game.cpp
index d31daf32b..bbc4294bd 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1134,10 +1134,6 @@ struct FpsControl {
* many functions that do require objects of thse types do not modify them
* (so they can be passed as a const qualified parameter)
*/
-struct CameraOrientation {
- f32 camera_yaw; // "right/left"
- f32 camera_pitch; // "up/down"
-};
struct GameRunData {
u16 dig_index;
@@ -1170,7 +1166,6 @@ struct GameRunData {
u32 profiler_current_page;
u32 profiler_max_page; // Number of pages
- float time_of_day;
float time_of_day_smooth;
};
@@ -1442,13 +1437,10 @@ private:
/* GUI stuff
*/
- gui::IGUIStaticText *guitext2; // Second line of debug text
- gui::IGUIStaticText *guitext_info; // At the middle of the screen
gui::IGUIStaticText *guitext_status;
gui::IGUIStaticText *guitext_chat; // Chat text
gui::IGUIStaticText *guitext_profiler; // Profiler text
- std::wstring infotext;
std::wstring m_statustext;
KeyCache keycache;
@@ -1690,7 +1682,7 @@ void Game::run()
processQueues();
- infotext = L"";
+ m_game_ui->clearInfoText();
hud->resizeHotbar();
updateProfilers(stats, draw_times, dtime);
@@ -1989,19 +1981,6 @@ bool Game::initGui()
{
m_game_ui->init();
- // Second line of debug text
- guitext2 = gui::StaticText::add(guienv,
- L"",
- core::rect<s32>(0, 0, 0, 0),
- false, false, guiroot);
-
- // At the middle of the screen
- // Object infos are shown in this
- 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.)
guitext_status = gui::StaticText::add(guienv,
L"<Status>",
@@ -3840,13 +3819,14 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
NodeMetadata *meta = map.getNodeMetadata(nodepos);
if (meta) {
- infotext = unescape_translate(utf8_to_wide(meta->getString("infotext")));
+ m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
+ meta->getString("infotext"))));
} else {
MapNode n = map.getNodeNoEx(nodepos);
if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
- infotext = L"Unknown node: ";
- infotext += utf8_to_wide(nodedef_manager->get(n).name);
+ m_game_ui->setInfoText(L"Unknown node: " +
+ utf8_to_wide(nodedef_manager->get(n).name));
}
}
@@ -3917,7 +3897,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug)
{
- infotext = unescape_translate(
+ std::wstring infotext = unescape_translate(
utf8_to_wide(runData.selected_object->infoText()));
if (show_debug) {
@@ -3927,6 +3907,8 @@ void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &
infotext += utf8_to_wide(runData.selected_object->debugInfoText());
}
+ m_game_ui->setInfoText(infotext);
+
if (isLeftPressed()) {
bool do_punch = false;
bool do_punch_damage = false;
@@ -4167,7 +4149,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ time_of_day * todsm;
- runData.time_of_day = time_of_day;
runData.time_of_day_smooth = time_of_day_smooth;
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
@@ -4378,62 +4359,11 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
}
-inline static const char *yawToDirectionString(int yaw)
-{
- static const char *direction[4] = {"N +Z", "W -X", "S -Z", "E +X"};
-
- yaw = wrapDegrees_0_360(yaw);
- yaw = (yaw + 45) % 360 / 90;
-
- return direction[yaw];
-}
-
-
void Game::updateGui(const RunStats &stats, f32 dtime, const CameraOrientation &cam)
{
v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
- LocalPlayer *player = client->getEnv().getLocalPlayer();
- v3f player_position = player->getPosition();
-
- m_game_ui->update(stats, client, draw_control);
-
- if (m_game_ui->m_flags.show_debug) {
- std::ostringstream os(std::ios_base::binary);
- os << std::setprecision(1) << std::fixed
- << "pos: (" << (player_position.X / BS)
- << ", " << (player_position.Y / BS)
- << ", " << (player_position.Z / BS)
- << "), yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
- << yawToDirectionString(cam.camera_yaw)
- << ", seed: " << ((u64)client->getMapSeed());
-
- if (runData.pointed_old.type == POINTEDTHING_NODE) {
- ClientMap &map = client->getEnv().getClientMap();
- const INodeDefManager *nodedef = client->getNodeDefManager();
- MapNode n = map.getNodeNoEx(runData.pointed_old.node_undersurface);
-
- if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
- os << ", pointed: " << nodedef->get(n).name
- << ", param2: " << (u64) n.getParam2();
- }
- }
-
- setStaticText(guitext2, utf8_to_wide(os.str()).c_str());
- guitext2->setVisible(true);
- } else {
- guitext2->setVisible(false);
- }
-
- if (guitext2->isVisible()) {
- core::rect<s32> rect(
- 5, 5 + g_fontengine->getTextHeight(),
- screensize.X, 5 + g_fontengine->getTextHeight() * 2
- );
- guitext2->setRelativePosition(rect);
- }
- setStaticText(guitext_info, translate_string(infotext).c_str());
- guitext_info->setVisible(m_game_ui->m_flags.show_hud && g_menumgr.menuCount() == 0);
+ m_game_ui->update(stats, client, draw_control, cam, runData.pointed_old);
float statustext_time_max = 1.5;
diff --git a/src/game.h b/src/game.h
index 6101c4f7a..69e6eed0b 100644
--- a/src/game.h
+++ b/src/game.h
@@ -36,6 +36,11 @@ struct RunStats {
Jitter dtime_jitter, busy_time_jitter;
};
+struct CameraOrientation {
+ f32 camera_yaw; // "right/left"
+ f32 camera_pitch; // "up/down"
+};
+
void the_game(bool *kill,
bool random_input,
InputHandler *input,
diff --git a/src/unittest/test_gameui.cpp b/src/unittest/test_gameui.cpp
index 3c6f2a5a4..d52977469 100644
--- a/src/unittest/test_gameui.cpp
+++ b/src/unittest/test_gameui.cpp
@@ -49,7 +49,7 @@ void TestGameUI::testInit()
UASSERT(gui.getFlags().show_hud)
// @TODO verify if we can create non UI nulldevice to test this function
- gui.init();
+ // gui.init();
}
void TestGameUI::testFlagSetters()