HUD displays the correct name of LIFE particles in the HUD, show mouse position in HUD on the edges of the screen
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@ -1381,10 +1381,10 @@ void Renderer::render_parts()
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else
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continue;
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if (mousePosX>(nx-3) && mousePosX<(nx+3) && mousePosY<(ny+3) && mousePosY>(ny-3)) //If mouse is in the head
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if (mousePos.X>(nx-3) && mousePos.X<(nx+3) && mousePos.Y<(ny+3) && mousePos.Y>(ny-3)) //If mouse is in the head
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{
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sprintf(buff, "%3d", sim->parts[i].life); //Show HP
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drawtext(mousePosX-8-2*(sim->parts[i].life<100)-2*(sim->parts[i].life<10), mousePosY-12, buff, 255, 255, 255, 255);
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drawtext(mousePos.X-8-2*(sim->parts[i].life<100)-2*(sim->parts[i].life<10), mousePos.Y-12, buff, 255, 255, 255, 255);
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}
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if (colour_mode!=COLOUR_HEAT)
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@ -1890,7 +1890,7 @@ void Renderer::render_parts()
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}
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if (pixel_mode & EFFECT_DBGLINES)
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{
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if (mousePosX == nx && mousePosY == ny && debugLines)//draw lines connecting wifi/portal channels
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if (mousePos.X == nx && mousePos.Y == ny && debugLines)//draw lines connecting wifi/portal channels
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{
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int z;
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int type = parts[i].type;
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@ -2407,8 +2407,7 @@ Renderer::Renderer(Graphics * g, Simulation * sim):
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decorations_enable(1),
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gravityFieldEnabled(false),
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gravityZonesEnabled(false),
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mousePosX(-1),
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mousePosY(-1),
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mousePos(0, 0),
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display_mode(0),
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render_mode(0),
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colour_mode(0),
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@ -66,7 +66,7 @@ public:
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pixel sampleColor;
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//Mouse position for debug information
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int mousePosX, mousePosY;
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ui::Point mousePos;
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//Zoom window
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ui::Point zoomWindowPosition;
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@ -834,12 +834,11 @@ void GameController::LoadRenderPreset(int presetNum)
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void GameController::Update()
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{
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ui::Point pos = gameView->GetMousePosition();
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if(pos.X >= 0 && pos.Y >= 0 && pos.X < XRES && pos.Y < YRES)
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{
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gameModel->GetRenderer()->mousePosX = pos.X;
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gameModel->GetRenderer()->mousePosY = pos.Y;
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gameView->SetSample(gameModel->GetSimulation()->Get(pos.X, pos.Y));
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}
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gameModel->GetRenderer()->mousePos = PointTranslate(pos);
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if (pos.X < XRES && pos.Y < YRES)
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gameView->SetSample(gameModel->GetSimulation()->GetSample(PointTranslate(pos).X, PointTranslate(pos).Y));
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else
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gameView->SetSample(gameModel->GetSimulation()->GetSample(pos.X, pos.Y));
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gameModel->GetSimulation()->update_particles();
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if(renderOptions && renderOptions->HasExited)
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@ -1353,10 +1352,15 @@ void GameController::ReloadSim()
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}
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}
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std::string GameController::ElementResolve(int type)
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std::string GameController::ElementResolve(int type, int ctype)
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{
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if(gameModel && gameModel->GetSimulation() && gameModel->GetSimulation()->elements && type >= 0 && type < PT_NUM)
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if(gameModel && gameModel->GetSimulation())
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{
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if (type == PT_LIFE && ctype >= 0 && ctype < NGOL && gameModel->GetSimulation()->gmenu)
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return gameModel->GetSimulation()->gmenu[ctype].name;
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else if (type >= 0 && type < PT_NUM && gameModel->GetSimulation()->elements)
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return std::string(gameModel->GetSimulation()->elements[type].Name);
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}
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else
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return "";
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}
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@ -135,7 +135,7 @@ public:
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void TransformSave(matrix2d transform);
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ui::Point PointTranslate(ui::Point point);
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ui::Point NormaliseBlockCoord(ui::Point point);
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std::string ElementResolve(int type);
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std::string ElementResolve(int type, int ctype);
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std::string WallName(int type);
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void ResetAir();
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@ -606,7 +606,7 @@ bool GameView::GetDebugHUD()
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ui::Point GameView::GetMousePosition()
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{
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return mousePosition;
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return currentMouse;
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}
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void GameView::NotifyActiveToolsChanged(GameModel * sender)
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@ -2024,22 +2024,23 @@ void GameView::OnDraw()
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std::stringstream sampleInfo;
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sampleInfo.precision(2);
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if(sample.particle.type)
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{
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if(showDebug)
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{
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int ctype = sample.particle.ctype;
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if (sample.particle.type == PT_PIPE || sample.particle.type == PT_PPIP)
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ctype = sample.particle.tmp;
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ctype = sample.particle.tmp&0xFF;
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if(showDebug)
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{
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if (sample.particle.type == PT_LAVA && ctype > 0 && ctype < PT_NUM)
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sampleInfo << "Molten " << c->ElementResolve(ctype);
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else if((sample.particle.type == PT_PIPE || sample.particle.type == PT_PPIP) && ctype > 0 && ctype < PT_NUM)
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sampleInfo << c->ElementResolve(sample.particle.type) << " with " << c->ElementResolve(ctype);
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sampleInfo << "Molten " << c->ElementResolve(ctype, -1);
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else if ((sample.particle.type == PT_PIPE || sample.particle.type == PT_PPIP) && ctype > 0 && ctype < PT_NUM)
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sampleInfo << c->ElementResolve(sample.particle.type, -1) << " with " << c->ElementResolve(ctype, (int)sample.particle.pavg[1]);
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else if (sample.particle.type == PT_LIFE)
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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else
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{
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sampleInfo << c->ElementResolve(sample.particle.type);
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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if(ctype > 0 && ctype < PT_NUM)
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sampleInfo << " (" << c->ElementResolve(ctype) << ")";
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sampleInfo << " (" << c->ElementResolve(ctype, -1) << ")";
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else
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sampleInfo << " ()";
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}
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@ -2051,11 +2052,13 @@ void GameView::OnDraw()
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else
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{
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if (sample.particle.type == PT_LAVA && sample.particle.ctype > 0 && sample.particle.ctype < PT_NUM)
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sampleInfo << "Molten " << c->ElementResolve(sample.particle.ctype);
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else if((sample.particle.type == PT_PIPE || sample.particle.type == PT_PPIP) && sample.particle.tmp > 0 && sample.particle.tmp < PT_NUM)
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sampleInfo << c->ElementResolve(sample.particle.type) << " with " << c->ElementResolve(sample.particle.tmp);
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sampleInfo << "Molten " << c->ElementResolve(sample.particle.ctype, -1);
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else if ((sample.particle.type == PT_PIPE || sample.particle.type == PT_PPIP) && ctype > 0 && ctype < PT_NUM)
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sampleInfo << c->ElementResolve(sample.particle.type, -1) << " with " << c->ElementResolve(ctype, (int)sample.particle.pavg[1]);
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else if (sample.particle.type == PT_LIFE)
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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else
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sampleInfo << c->ElementResolve(sample.particle.type);
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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sampleInfo << ", Temp: " << std::fixed << sample.particle.temp -273.15f;
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sampleInfo << ", Pressure: " << std::fixed << sample.AirPressure;
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}
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@ -2067,10 +2070,14 @@ void GameView::OnDraw()
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sampleInfo << c->WallName(sample.WallType);
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sampleInfo << ", Pressure: " << std::fixed << sample.AirPressure;
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}
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else
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else if (sample.isMouseInSim)
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{
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sampleInfo << "Empty, Pressure: " << std::fixed << sample.AirPressure;
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}
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else
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{
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sampleInfo << "Empty";
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}
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int textWidth = Graphics::textwidth((char*)sampleInfo.str().c_str());
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g->fillrect(XRES-20-textWidth, 12, textWidth+8, 15, 0, 0, 0, 255*0.5);
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@ -22,8 +22,9 @@ public:
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float GravityVelocityY;
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int NumParts;
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bool isMouseInSim;
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SimulationSample() : PositionX(0), PositionY(0), ParticleID(0), particle(), AirPressure(0), AirVelocityX(0), AirVelocityY(0), WallType(0), Gravity(0), GravityVelocityX(0), GravityVelocityY(0), AirTemperature(0), NumParts(0) {}
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SimulationSample() : PositionX(0), PositionY(0), ParticleID(0), particle(), AirPressure(0), AirVelocityX(0), AirVelocityY(0), WallType(0), Gravity(0), GravityVelocityX(0), GravityVelocityY(0), AirTemperature(0), NumParts(0), isMouseInSim(true) {}
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};
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#endif
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@ -478,11 +478,13 @@ int Simulation::flood_prop(int x, int y, size_t propoffset, void * propvalue, St
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return 0;
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}
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SimulationSample Simulation::Get(int x, int y)
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SimulationSample Simulation::GetSample(int x, int y)
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{
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SimulationSample sample;
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sample.PositionX = x;
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sample.PositionY = y;
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if (x >= 0 && x < XRES && y >= 0 && y < YRES)
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{
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if (photons[y][x])
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{
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sample.particle = parts[photons[y][x]>>8];
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@ -508,6 +510,9 @@ SimulationSample Simulation::Get(int x, int y)
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sample.GravityVelocityX = gravx[(y/CELL)*(XRES/CELL)+(x/CELL)];
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sample.GravityVelocityY = gravy[(y/CELL)*(XRES/CELL)+(x/CELL)];
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}
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}
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else
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sample.isMouseInSim = false;
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sample.NumParts = NUM_PARTS;
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return sample;
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@ -120,7 +120,7 @@ public:
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int Load(int x, int y, GameSave * save);
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GameSave * Save();
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GameSave * Save(int x1, int y1, int x2, int y2);
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SimulationSample Get(int x, int y);
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SimulationSample GetSample(int x, int y);
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Snapshot * CreateSnapshot();
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void Restore(const Snapshot & snap);
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