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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
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5 changed files with 92 additions and 93 deletions
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@ -21,22 +21,46 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gameui.h"
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#include <irrlicht_changes/static_text.h>
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#include "gui/mainmenumanager.h"
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#include "util/pointedthing.h"
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#include "client.h"
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#include "fontengine.h"
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#include "clientmap.h"
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#include "version.h"
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#include "fontengine.h"
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#include "nodedef.h"
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#include "renderingengine.h"
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#include "version.h"
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inline static const char *yawToDirectionString(int yaw)
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{
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static const char *direction[4] = {"N +Z", "W -X", "S -Z", "E +X"};
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yaw = wrapDegrees_0_360(yaw);
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yaw = (yaw + 45) % 360 / 90;
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return direction[yaw];
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}
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void GameUI::init()
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{
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// First line of debug text
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m_guitext = gui::StaticText::add(guienv, utf8_to_wide(PROJECT_NAME_C).c_str(),
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core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
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// Second line of debug text
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m_guitext2 = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0), false,
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false, guiroot);
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// At the middle of the screen
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// Object infos are shown in this
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m_guitext_info = gui::StaticText::add(guienv, L"",
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core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5)
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+ v2s32(100, 200), false, true, guiroot);
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}
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void GameUI::update(const RunStats &stats, Client *client,
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const MapDrawControl *draw_control)
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void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
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const CameraOrientation &cam, const PointedThing &pointed_old)
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{
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v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
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if (m_flags.show_debug) {
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static float drawtime_avg = 0;
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drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
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@ -57,16 +81,50 @@ void GameUI::update(const RunStats &stats, Client *client,
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<< std::setprecision(3)
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<< ", RTT: " << client->getRTT() << "s";
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setStaticText(m_guitext, utf8_to_wide(os.str()).c_str());
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m_guitext->setVisible(true);
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} else {
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m_guitext->setVisible(false);
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}
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if (m_guitext->isVisible()) {
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v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
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m_guitext->setRelativePosition(core::rect<s32>(5, 5, screensize.X,
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5 + g_fontengine->getTextHeight()));
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}
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// Finally set the guitext visible depending on the flag
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m_guitext->setVisible(m_flags.show_debug);
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if (m_flags.show_debug) {
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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v3f player_position = player->getPosition();
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std::ostringstream os(std::ios_base::binary);
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os << std::setprecision(1) << std::fixed
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<< "pos: (" << (player_position.X / BS)
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<< ", " << (player_position.Y / BS)
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<< ", " << (player_position.Z / BS)
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<< "), yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
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<< yawToDirectionString(cam.camera_yaw)
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<< ", seed: " << ((u64)client->getMapSeed());
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if (pointed_old.type == POINTEDTHING_NODE) {
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ClientMap &map = client->getEnv().getClientMap();
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const INodeDefManager *nodedef = client->getNodeDefManager();
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MapNode n = map.getNodeNoEx(pointed_old.node_undersurface);
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if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
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os << ", pointed: " << nodedef->get(n).name
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<< ", param2: " << (u64) n.getParam2();
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}
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}
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setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str());
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m_guitext2->setRelativePosition(core::rect<s32>(5,
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5 + g_fontengine->getTextHeight(), screensize.X,
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5 + g_fontengine->getTextHeight() * 2
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));
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}
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m_guitext2->setVisible(m_flags.show_debug);
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setStaticText(m_guitext_info, translate_string(m_infotext).c_str());
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m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0);
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}
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void GameUI::initFlags()
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