158 lines
5.8 KiB
C++
158 lines
5.8 KiB
C++
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#include "STDInclude.hpp"
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namespace Components
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{
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std::queue<Toast::UIToast> Toast::Queue;
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std::mutex Toast::Mutex;
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void Toast::Show(const char* image, const char* title, const char* description, int length)
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{
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Toast::Mutex.lock();
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Toast::Queue.push({ image, title, description, length, 0 });
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Toast::Mutex.unlock();
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}
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void Toast::Draw(UIToast* toast)
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{
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#pragma warning(push)
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#pragma warning(disable: 4244)
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if (!toast) return;
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int width = Renderer::Width();
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int height = Renderer::Height();
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int slideTime = 100;
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int duration = toast->Length;
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int startTime = toast->Start;
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int aCorners = 0; // Adjust the corners. They seem to have a 1px border
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int cornerSize = 15;
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int bHeight = 74;
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int bWidth = 200;
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int imgDim = 60;
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Game::Material* circle = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, "circle").material;
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Game::Material* white = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, "white").material;
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Game::Material* image = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, toast->Image.data()).material;
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Game::Font* font = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_FONT, "fonts/normalFont").font;
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Game::vec4_t color = { 0, 0, 0, 0.7f };
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Game::vec4_t wColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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if (Game::Com_Milliseconds() < startTime || (startTime + duration) < Game::Com_Milliseconds()) return;
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// Fadein stuff
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else if (Game::Com_Milliseconds() - startTime < slideTime)
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{
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height /= 5;
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height *= 4;
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int diffH = Renderer::Height() / 5;
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int diff = Game::Com_Milliseconds() - startTime;
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double scale = 1.0 - ((1.0 * diff) / (1.0 * slideTime));
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diffH *= scale;
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height += diffH;
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}
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// Fadeout stuff
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else if (Game::Com_Milliseconds() - startTime > (duration - slideTime))
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{
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height /= 5;
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height *= 4;
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int diffH = Renderer::Height() / 5;
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int diff = (startTime + duration) - Game::Com_Milliseconds();
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double scale = 1.0 - ((1.0 * diff) / (1.0 * slideTime));
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diffH *= scale;
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height += diffH;
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}
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else
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{
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height /= 5;
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height *= 4;
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}
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height += bHeight / 2 + aCorners - cornerSize;
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// Calculate width data
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int iOffset = (bHeight - imgDim) / 2 + aCorners;
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int iOffsetLeft = iOffset * 2;
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int titleSize = Game::R_TextWidth(toast->Title.data(), 0x7FFFFFFF, font);
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int descrSize = Game::R_TextWidth(toast->Desc.data(), 0x7FFFFFFF, font);
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bWidth = iOffsetLeft * 3 + imgDim + std::max(titleSize, descrSize);
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// Make stuff divisible by 2
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// Otherwise there are overlapping images
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// and I'm too lazy to figure out the actual problem :P
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bWidth += (bWidth % 2);
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bHeight += (bHeight % 2);
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// Corners
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Game::R_AddCmdDrawStretchPic(width / 2 - bWidth / 2, height - bHeight / 2, cornerSize, cornerSize, 0, 0, 0.5f, 0.5f, color, circle); // Top-Left
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Game::R_AddCmdDrawStretchPic(width / 2 + bWidth / 2 - cornerSize, height - bHeight / 2, cornerSize, cornerSize, 0.5f, 0, 0, 0.5f, color, circle); // Top-Right
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Game::R_AddCmdDrawStretchPic(width / 2 - bWidth / 2, height + bHeight / 2 - cornerSize, cornerSize, cornerSize, 0, 0.5f, 0.5f, 0, color, circle); // Bottom-Left
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Game::R_AddCmdDrawStretchPic(width / 2 + bWidth / 2 - cornerSize, height + bHeight / 2 - cornerSize, cornerSize, cornerSize, 0.5f, 0.5f, 0, 0, color, circle); // Bottom-Right
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// Border
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Game::R_AddCmdDrawStretchPic(width / 2 - bWidth / 2 + cornerSize, height - bHeight / 2 + aCorners, bWidth - cornerSize * 2, cornerSize - aCorners, 0, 0, 1.0f, 1.0f, color, white); // Top
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Game::R_AddCmdDrawStretchPic(width / 2 - bWidth / 2 + cornerSize, height + bHeight / 2 - cornerSize, bWidth - cornerSize * 2, cornerSize - aCorners, 0, 0, 1.0f, 1.0f, color, white); // Bottom
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Game::R_AddCmdDrawStretchPic(width / 2 - bWidth / 2 + aCorners, height - bHeight / 2 + cornerSize, cornerSize - aCorners, bHeight - cornerSize * 2, 0, 0, 1.0f, 1.0f, color, white); // Left
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Game::R_AddCmdDrawStretchPic(width / 2 + bWidth / 2 - cornerSize, height - bHeight / 2 + cornerSize, cornerSize - aCorners, bHeight - cornerSize * 2, 0, 0, 1.0f, 1.0f, color, white); // Right
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// Center
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Game::R_AddCmdDrawStretchPic(width / 2 - (bWidth - cornerSize * 2) / 2, height - (bHeight - cornerSize * 2) / 2, bWidth - cornerSize * 2, bHeight - cornerSize * 2, 0, 0, 1.0f, 1.0f, color, white);
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// Image
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Game::R_AddCmdDrawStretchPic(width / 2 - bWidth / 2 + iOffsetLeft, height - bHeight / 2 + iOffset, imgDim, imgDim, 0, 0, 1.0f, 1.0f, wColor, image);
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// Text
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int leftText = width / 2 - bWidth / 2 - cornerSize + iOffsetLeft * 2 + imgDim;
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int rightText = width / 2 + bWidth / 2 - cornerSize - aCorners - iOffsetLeft;
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Game::R_AddCmdDrawText(toast->Title.data(), 0x7FFFFFFF, font, leftText + (rightText - leftText) / 2 - titleSize / 2 + cornerSize, height - bHeight / 2 + cornerSize * 2 + 7, 1.0f, 1.0f, 0, wColor, 0); // Title
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Game::R_AddCmdDrawText(toast->Desc.data(), 0x7FFFFFFF, font, leftText + (rightText - leftText) / 2 - descrSize / 2 + cornerSize, height - bHeight / 2 + cornerSize * 2 + 33, 1.0f, 1.0f, 0, wColor, 0); // Description
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#pragma warning(pop)
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}
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void Toast::Handler()
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{
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if (Toast::Queue.empty()) return;
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Toast::Mutex.lock();
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Toast::UIToast* toast = &Toast::Queue.front();
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// Set start time
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if (!toast->Start)
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{
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toast->Start = Game::Com_Milliseconds();
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}
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if ((toast->Start + toast->Length) < Game::Com_Milliseconds())
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{
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Toast::Queue.pop();
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}
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else
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{
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Toast::Draw(toast);
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}
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Toast::Mutex.unlock();
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}
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Toast::Toast()
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{
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Renderer::OnFrame(Toast::Handler);
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Command::Add("testtoast", [] (Command::Params)
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{
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Toast::Show("specialty_nuke", "Test", "This is a test toast", 3000);
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});
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}
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Toast::~Toast()
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{
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Toast::Queue = std::queue<Toast::UIToast>();
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}
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}
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