Optimize toasts

This commit is contained in:
momo5502 2016-06-28 19:38:14 +02:00
parent 8a4c64c2db
commit fdda6244d3
5 changed files with 37 additions and 33 deletions

2
deps/mongoose vendored

@ -1 +1 @@
Subproject commit 4d65cb1c0ff6c8e50127afd6d9e2a88fe5f30972
Subproject commit a478dc59354deb19d01a9e9138bcfac76a0347e3

2
deps/protobuf vendored

@ -1 +1 @@
Subproject commit dc0aeaa9030bdac264b44d56d07b6839a1ae94e9
Subproject commit e0016c5b6ae61ad60d260a78c5834cc537b46d10

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@ -23,19 +23,22 @@ namespace Components
int duration = toast->Length;
int startTime = toast->Start;
int aCorners = 0; // Adjust the corners. They seem to have a 1px border
int border = 1;
int cornerSize = 15;
int bHeight = 74;
int bWidth = 200;
int imgDim = 60;
Game::Material* circle = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, "circle").material;
float fontSize = 0.9f;
float descSize = 0.9f;
Game::Material* white = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, "white").material;
Game::Material* image = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, toast->Image.data()).material;
Game::Font* font = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_FONT, "fonts/normalFont").font;
Game::vec4_t color = { 0, 0, 0, 0.7f };
Game::Font* font = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_FONT, "fonts/objectiveFont").font;
Game::Font* descfont = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_FONT, "fonts/normalFont").font;
Game::vec4_t wColor = { 1.0f, 1.0f, 1.0f, 1.0f };
Game::vec4_t bgColor = { 0.0f, 0.0f, 0.0f, 0.5f };
Game::vec4_t borderColor = { 1.0f, 1.0f, 1.0f, 0.2f };
height /= 5;
height *= 4;
@ -48,7 +51,7 @@ namespace Components
int diffH = Renderer::Height() / 5;
int diff = Game::Com_Milliseconds() - startTime;
double scale = 1.0 - ((1.0 * diff) / (1.0 * slideTime));
diffH = static_cast<int>(diffH* scale);
diffH = static_cast<int>(diffH * scale);
height += diffH;
}
@ -58,48 +61,42 @@ namespace Components
int diffH = Renderer::Height() / 5;
int diff = (startTime + duration) - Game::Com_Milliseconds();
double scale = 1.0 - ((1.0 * diff) / (1.0 * slideTime));
diffH = static_cast<int>(diffH* scale);
diffH = static_cast<int>(diffH * scale);
height += diffH;
}
height += bHeight / 2 + aCorners - cornerSize;
height += bHeight / 2 - cornerSize;
// Calculate width data
int iOffset = (bHeight - imgDim) / 2 + aCorners;
int iOffset = (bHeight - imgDim) / 2;
int iOffsetLeft = iOffset * 2;
int titleSize = Game::R_TextWidth(toast->Title.data(), 0x7FFFFFFF, font);
int descrSize = Game::R_TextWidth(toast->Desc.data(), 0x7FFFFFFF, font);
bWidth = iOffsetLeft * 3 + imgDim + std::max(titleSize, descrSize);
float titleSize = Game::R_TextWidth(toast->Title.data(), 0x7FFFFFFF, font) * fontSize;
float descrSize = Game::R_TextWidth(toast->Desc.data(), 0x7FFFFFFF, descfont) * descSize;
float bWidth = iOffsetLeft * 3 + imgDim + std::max(titleSize, descrSize);
// Make stuff divisible by 2
// Otherwise there are overlapping images
// and I'm too lazy to figure out the actual problem :P
bWidth += (bWidth % 2);
bWidth = (static_cast<int>(bWidth) + (static_cast<int>(bWidth) % 2)) * 1.0f;
bHeight += (bHeight % 2);
// Corners
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2), static_cast<float>(height - bHeight / 2), cornerSize * 1.0f, cornerSize * 1.0f, 0, 0, 0.5f, 0.5f, color, circle); // Top-Left
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 + bWidth / 2 - cornerSize), static_cast<float>(height - bHeight / 2), cornerSize * 1.0f, cornerSize * 1.0f, 0.5f, 0, 0, 0.5f, color, circle); // Top-Right
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2), static_cast<float>(height + bHeight / 2 - cornerSize), cornerSize * 1.0f, cornerSize * 1.0f, 0, 0.5f, 0.5f, 0, color, circle); // Bottom-Left
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 + bWidth / 2 - cornerSize), static_cast<float>(height + bHeight / 2 - cornerSize), cornerSize * 1.0f, cornerSize * 1.0f, 0.5f, 0.5f, 0, 0, color, circle); // Bottom-Right
// Background
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2), static_cast<float>(height - bHeight / 2), bWidth * 1.0f, bHeight * 1.0f, 0, 0, 1.0f, 1.0f, bgColor, white);
// Border
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2 + cornerSize), static_cast<float>(height - bHeight / 2 + aCorners), static_cast<float>(bWidth - cornerSize * 2), static_cast<float>(cornerSize - aCorners), 0, 0, 1.0f, 1.0f, color, white); // Top
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2 + cornerSize), static_cast<float>(height + bHeight / 2 - cornerSize), static_cast<float>(bWidth - cornerSize * 2), static_cast<float>(cornerSize - aCorners), 0, 0, 1.0f, 1.0f, color, white); // Bottom
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2 + aCorners), static_cast<float>(height - bHeight / 2 + cornerSize), static_cast<float>(cornerSize - aCorners), static_cast<float>(bHeight - cornerSize * 2), 0, 0, 1.0f, 1.0f, color, white); // Left
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 + bWidth / 2 - cornerSize), static_cast<float>(height - bHeight / 2 + cornerSize), static_cast<float>(cornerSize - aCorners), static_cast<float>(bHeight - cornerSize * 2), 0, 0, 1.0f, 1.0f, color, white); // Right
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2 - border), static_cast<float>(height - bHeight / 2 - border), border * 1.0f, bHeight + (border * 2.0f), 0, 0, 1.0f, 1.0f, borderColor, white); // Left
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2 + bWidth), static_cast<float>(height - bHeight / 2 - border), border * 1.0f, bHeight + (border * 2.0f), 0, 0, 1.0f, 1.0f, borderColor, white); // Right
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2), static_cast<float>(height - bHeight / 2 - border), bWidth * 1.0f, border * 1.0f, 0, 0, 1.0f, 1.0f, borderColor, white); // Top
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2), static_cast<float>(height + bHeight / 2), bWidth * 1.0f, border * 1.0f, 0, 0, 1.0f, 1.0f, borderColor, white); // Bottom
// Center
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - (bWidth - cornerSize * 2) / 2), static_cast<float>(height - (bHeight - cornerSize * 2) / 2), static_cast<float>(bWidth - cornerSize * 2), static_cast<float>(bHeight - cornerSize * 2), 0, 0, 1.0f, 1.0f, color, white);
// Image
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2 + iOffsetLeft), static_cast<float>(height - bHeight / 2 + iOffset), imgDim * 1.0f, imgDim * 1.0f, 0, 0, 1.0f, 1.0f, wColor, image);
// Image
Game::CL_DrawStretchPicPhysical(static_cast<float>(width / 2 - bWidth / 2 + iOffsetLeft), static_cast<float>(height - bHeight / 2 + iOffset), imgDim * 1.0f, imgDim * 1.0f, 0, 0, 1.0f, 1.0f, wColor, image);
// Text
int leftText = width / 2 - bWidth / 2 - cornerSize + iOffsetLeft * 2 + imgDim;
int rightText = width / 2 + bWidth / 2 - cornerSize - aCorners - iOffsetLeft;
Game::R_AddCmdDrawText(toast->Title.data(), 0x7FFFFFFF, font, static_cast<float>(leftText + (rightText - leftText) / 2 - titleSize / 2 + cornerSize), static_cast<float>(height - bHeight / 2 + cornerSize * 2 + 7), 1.0f, 1.0f, 0, wColor, 0); // Title
Game::R_AddCmdDrawText(toast->Desc.data(), 0x7FFFFFFF, font, static_cast<float>(leftText + (rightText - leftText) / 2 - descrSize / 2 + cornerSize), static_cast<float>(height - bHeight / 2 + cornerSize * 2 + 33), 1.0f, 1.0f, 0, wColor, 0); // Description
float leftText = width / 2 - bWidth / 2 - cornerSize + iOffsetLeft * 2 + imgDim;
float rightText = width / 2 + bWidth / 2 - cornerSize - iOffsetLeft;
Game::R_AddCmdDrawText(Utils::StrToUpper(toast->Title).data(), 0x7FFFFFFF, font, static_cast<float>(leftText + (rightText - leftText) / 2 - titleSize / 2 + cornerSize), static_cast<float>(height - bHeight / 2 + cornerSize * 2 + 7), fontSize, fontSize, 0, wColor, Game::ITEM_TEXTSTYLE_SHADOWED); // Title
Game::R_AddCmdDrawText(toast->Desc.data(), 0x7FFFFFFF, descfont, leftText + (rightText - leftText) / 2 - descrSize / 2 + cornerSize, static_cast<float>(height - bHeight / 2 + cornerSize * 2 + 33), descSize, descSize, 0, wColor, Game::ITEM_TEXTSTYLE_SHADOWED); // Description
}
void Toast::Handler()

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@ -39,6 +39,12 @@ namespace Utils
return input;
}
std::string StrToUpper(std::string input)
{
std::transform(input.begin(), input.end(), input.begin(), ::toupper);
return input;
}
bool EndsWith(std::string haystack, std::string needle)
{
return (strstr(haystack.data(), needle.data()) == (haystack.data() + haystack.size() - needle.size()));

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@ -5,6 +5,7 @@ namespace Utils
std::string GetMimeType(std::string url);
const char *VA(const char *fmt, ...);
std::string StrToLower(std::string input);
std::string StrToUpper(std::string input);
bool EndsWith(std::string haystack, std::string needle);
std::vector<std::string> Explode(const std::string& str, char delim);
void Replace(std::string &string, std::string find, std::string replace);