iw4x-client/src/Components/Modules/Toast.cpp
2022-10-15 20:31:16 +00:00

162 lines
5.9 KiB
C++

#include <STDInclude.hpp>
namespace Components
{
std::queue<Toast::UIToast> Toast::Queue;
std::mutex Toast::Mutex;
void Toast::Show(const std::string& image, const std::string& title, const std::string& description, int length, const Utils::Slot<void()>& callback)
{
Game::Material* material = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, image.data()).material;
return Show(material, title, description, length, callback);
}
void Toast::Show(Game::Material* material, const std::string& title, const std::string& description, int length, const Utils::Slot<void()>& callback)
{
std::lock_guard _(Mutex);
Queue.push({material, Utils::String::ToUpper(title), description, length, 0, callback});
}
void Toast::Draw(UIToast* toast)
{
if (!toast) return;
int width = Renderer::Width();
int height = Renderer::Height();
int slideTime = 100;
int duration = toast->length;
int startTime = toast->start;
int border = 1;
int cornerSize = 15;
int bHeight = 74;
int imgDim = 60;
float fontSize = 0.9f;
float descSize = 0.9f;
Game::Font_s* font = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_FONT, "fonts/objectiveFont").font;
Game::Font_s* descfont = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_FONT, "fonts/normalFont").font;
if (font == nullptr || descfont == nullptr)
{
return;
}
Game::vec4_t wColor = { 1.0f, 1.0f, 1.0f, 1.0f };
Game::vec4_t bgColor = { 0.0f, 0.0f, 0.0f, 0.8f };
Game::vec4_t borderColor = { 1.0f, 1.0f, 1.0f, 0.2f };
height /= 5;
height *= 4;
if (Game::Sys_Milliseconds() < startTime || (startTime + duration) < Game::Sys_Milliseconds()) return;
// Fadein stuff
if (Game::Sys_Milliseconds() - startTime < slideTime)
{
int diffH = Renderer::Height() / 5;
int diff = Game::Sys_Milliseconds() - startTime;
double scale = 1.0 - ((1.0 * diff) / (1.0 * slideTime));
diffH = static_cast<int>(diffH * scale);
height += diffH;
}
// Fadeout stuff
else if (Game::Sys_Milliseconds() - startTime > (duration - slideTime))
{
int diffH = Renderer::Height() / 5;
int diff = (startTime + duration) - Game::Sys_Milliseconds();
double scale = 1.0 - ((1.0 * diff) / (1.0 * slideTime));
diffH = static_cast<int>(diffH * scale);
height += diffH;
}
height += bHeight / 2 - cornerSize;
// Calculate width data
int iOffset = (bHeight - imgDim) / 2;
int iOffsetLeft = iOffset * 2;
float titleSize = Game::R_TextWidth(toast->title.data(), std::numeric_limits<int>::max(), font) * fontSize;
float descrSize = Game::R_TextWidth(toast->desc.data(), std::numeric_limits<int>::max(), 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 = (static_cast<int>(bWidth) + (static_cast<int>(bWidth) % 2)) * 1.0f;
bHeight += (bHeight % 2);
// 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, *Game::whiteMaterial);
// Border
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, *Game::whiteMaterial); // 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, *Game::whiteMaterial); // 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, *Game::whiteMaterial); // 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, *Game::whiteMaterial); // Bottom
// Image
Game::Material* image = toast->image;
if (!Materials::IsValid(image))
{
image = Game::DB_FindXAssetDefaultHeaderInternal(Game::XAssetType::ASSET_TYPE_MATERIAL).material;
}
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
float leftText = width / 2 - bWidth / 2 - cornerSize + iOffsetLeft * 2 + imgDim;
float rightText = width / 2 + bWidth / 2 - cornerSize - iOffsetLeft;
Game::R_AddCmdDrawText(toast->title.data(), std::numeric_limits<int>::max(), 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(), std::numeric_limits<int>::max(), 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()
{
if (Queue.empty())
{
return;
}
std::lock_guard _(Mutex);
UIToast* toast = &Queue.front();
// Set start time
if (!toast->start)
{
toast->start = Game::Sys_Milliseconds();
}
if ((toast->start + toast->length) < Game::Sys_Milliseconds())
{
if (toast->callback) toast->callback();
Queue.pop();
}
else
{
Draw(toast);
}
}
Toast::Toast()
{
if (Dedicated::IsEnabled() || ZoneBuilder::IsEnabled())
{
return;
}
Scheduler::Loop(Handler, Scheduler::Pipeline::RENDERER);
#ifdef TEST_TOAST
Command::Add("testtoast", []([[maybe_unused]] Command::Params* params)
{
Show("cardicon_prestige10", "Test", "This is a test toast", 3000);
});
#endif
}
}