many changes

* Fixes in WIN32 platform
* Remove unused files
* Make StaticText work more like tibia
* Fix WIN32 compilation
* Fix regression in framebuffers that caused battle to disappear
* Shader fixes for DX9
* Add two new shaders: noise and heat
master
Eduardo Bart 12 years ago
parent 10b60a3871
commit 4813b7eb4b

@ -1,11 +0,0 @@
uniform float opacity; // painter opacity
uniform vec4 color; // painter color
uniform float time; // time in seconds since shader linkage
uniform sampler2D tex0; // map texture
varying vec2 texCoord; // map texture coords
//uniform int itemId; // item id
void main()
{
gl_FragColor = texture2D(tex0, texCoord);
}

@ -1,62 +0,0 @@
uniform float opacity; // painter opacity
uniform vec4 color; // painter color
uniform float time; // time in seconds since shader linkage
uniform sampler2D tex0; // outfit texture
uniform sampler2D tex1; // outfit color mask
varying vec2 texCoord; // outfit texture coords
uniform vec4 headColor;
uniform vec4 bodyColor;
uniform vec4 legsColor;
uniform vec4 feetColor;
vec4 calcOutfitPixel()
{
vec4 pixel = texture2D(tex0, texCoord);
vec4 maskColor = texture2D(tex1, texCoord);
vec4 outColor = vec4(1.0, 1.0, 1.0, 1.0);
if(maskColor.r > 0.1 && maskColor.g > 0.1)
outColor = headColor;
else if(maskColor.r > 0.1)
outColor = bodyColor;
else if(maskColor.g > 0.1)
outColor = legsColor;
else if(maskColor.b > 0.1)
outColor = feetColor;
return pixel * outColor;
}
/*
// optimized to handle antialising
vec4 calcOutfitPixel()
{
vec4 pixel = texture2D(texture, textureCoords);
vec4 maskColor = texture2D(maskTexture, textureCoords);
const vec4 white = vec4(1,1,1,1);
float headFactor = 0.0;
if(maskColor.r > 0.1 && maskColor.g > 0.1) {
headFactor = min(maskColor.r, maskColor.g);
maskColor.r -= headFactor;
maskColor.g -= headFactor;
}
float tot = headFactor + maskColor.r + maskColor.g + maskColor.b;
vec4 outColor = headFactor * headColor + bodyColor * maskColor.r + legsColor * maskColor.g + feetColor * maskColor.b;
if(tot < 1.0)
outColor += white * (1.0 - tot);
outColor.a = 1.0;
return pixel * outColor;
}
*/
void main()
{
gl_FragColor = calcOutfitPixel();
}

@ -1,17 +1,23 @@
Shaders = {} Shaders = {}
local HOTKEY = 'Ctrl+X' local HOTKEY = 'Ctrl+X'
local SHADERS = { local MAP_SHADERS = {
['Default'] = 'shaders/default.frag', { name = 'Default', frag = 'shaders/default.frag' },
['Bloom'] = 'shaders/bloom.frag', { name = 'Bloom', frag = 'shaders/bloom.frag'},
['Sepia'] = 'shaders/sepia.frag', { name = 'Sepia', frag ='shaders/sepia.frag' },
['Grayscale'] = 'shaders/grayscale.frag', { name = 'Grayscale', frag ='shaders/grayscale.frag' },
['Pulse'] = 'shaders/pulse.frag', { name = 'Pulse', frag = 'shaders/pulse.frag' },
['Old Tv'] = 'shaders/oldtv.frag', { name = 'Old Tv', frag = 'shaders/oldtv.frag' },
['Fog'] = 'shaders/fog.frag', { name = 'Fog', frag = 'shaders/fog.frag', tex1 = 'images/clouds.png' },
['Party'] = 'shaders/party.frag', { name = 'Party', frag = 'shaders/party.frag' },
['Radial Blur'] = 'shaders/radialblur.frag', { name = 'Radial Blur', frag ='shaders/radialblur.frag' },
['Zomg'] = 'shaders/zomg.frag', { name = 'Zomg', frag ='shaders/zomg.frag' },
{ name = 'Heat', frag ='shaders/heat.frag' },
{ name = 'Noise', frag ='shaders/noise.frag' },
}
local ITEM_SHADERS = {
{ name = 'Fake 3D', vert = 'shaders/fake3d.vert' }
} }
local shadersPanel local shadersPanel
@ -29,16 +35,19 @@ function Shaders.init()
mapComboBox.onOptionChange = function(combobox, option) mapComboBox.onOptionChange = function(combobox, option)
local map = GameInterface.getMapPanel() local map = GameInterface.getMapPanel()
map:setMapShader(g_shaders.getShader(option)) map:setMapShader(g_shaders.getShader(option))
print(option)
end end
for name,file in pairs(SHADERS) do for _i,opts in pairs(MAP_SHADERS) do
local shader = g_shaders.createFragmentShader(name, file) local shader = g_shaders.createFragmentShader(opts.name, opts.frag)
mapComboBox:addOption(name)
if name == 'Fog' then if opts.tex1 then
shader:addMultiTexture('images/clouds.png') shader:addMultiTexture(opts.tex1)
end end
if opts.tex2 then
shader:addMultiTexture(opts.tex2)
end
mapComboBox:addOption(opts.name)
end end
local map = GameInterface.getMapPanel() local map = GameInterface.getMapPanel()

@ -0,0 +1,56 @@
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
uniform float u_Time;
uniform vec2 u_Resolution;
const float PI = 3.1415926535897932;
// speed
const float speed = 0.06;
const float speed_x = 0.03;
const float speed_y = 0.02;
// geometry
const float intensity = 30.;
const int steps = 5;
const float frequency = 3.0;
const int angle = 7; // better when a prime
// reflection and emboss
const float delta = 100.;
const float intence = 1.2;
const float emboss = 0.1;
//---------- crystals effect
float col(vec2 coord)
{
float delta_theta = 2.0 * PI / float(angle);
float col = 0.0;
float theta = 0.0;
for(int i = 0; i < steps; i++) {
vec2 adjc = coord;
theta = delta_theta*float(i);
adjc.x += cos(theta)*u_Time*speed + u_Time * speed_x;
adjc.y -= sin(theta)*u_Time*speed - u_Time * speed_y;
col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
}
return cos(col);
}
void main(void)
{
vec2 p = v_TexCoord, c1 = p, c2 = p;
float cc1 = col(c1);
c2.x += u_Resolution.x/delta;
float dx = emboss*(cc1-col(c2))/delta;
c2.x = p.x;
c2.y += u_Resolution.y/delta;
float dy = emboss*(cc1-col(c2))/delta;
c1.x += dx;
c1.y += dy;
float alpha = 1.+dot(dx,dy)*intence;
gl_FragColor = texture2D(u_Tex0,c1)*(alpha);
}

@ -0,0 +1,56 @@
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
uniform float u_Time;
uniform vec2 u_Resolution;
const float PI = 3.1415926535897932;
// speed
const float speed = 0.16;
const float speed_x = 0.13;
const float speed_y = 0.12;
// geometry
const float intensity = 100.;
const int steps = 3;
const float frequency = 100.0;
const int angle = 7; // better when a prime
// reflection and emboss
const float delta = 1000.;
const float intence = 10.2;
const float emboss = 1.;
//---------- crystals effect
float col(vec2 coord)
{
float delta_theta = 2.0 * PI / float(angle);
float col = 0.0;
float theta = 0.0;
for(int i = 0; i < steps; i++) {
vec2 adjc = coord;
theta = delta_theta*float(i);
adjc.x += cos(theta)*u_Time*speed + u_Time * speed_x;
adjc.y -= sin(theta)*u_Time*speed - u_Time * speed_y;
col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
}
return cos(col);
}
void main(void)
{
vec2 p = v_TexCoord, c1 = p, c2 = p;
float cc1 = col(c1);
c2.x += u_Resolution.x/delta;
float dx = emboss*(cc1-col(c2))/delta;
c2.x = p.x;
c2.y += u_Resolution.y/delta;
float dy = emboss*(cc1-col(c2))/delta;
c1.x += dx;
c1.y += dy;
float alpha = 1.+dot(dx,dy)*intence;
gl_FragColor = texture2D(u_Tex0,c1)*(alpha);
}

@ -5,9 +5,9 @@ varying vec2 v_TexCoord;
void main() void main()
{ {
vec4 col = texture2D(u_Tex0, v_TexCoord); vec4 col = texture2D(u_Tex0, v_TexCoord);
float d = u_Time * 2; float d = u_Time * 2.0;
col.x += (1.0 + sin(d))*0.25; col.x += (1.0 + sin(d))*0.25;
col.y += (1.0 + sin(d*2))*0.25; col.y += (1.0 + sin(d*2.0))*0.25;
col.z += (1.0 + sin(d*4))*0.25; col.z += (1.0 + sin(d*4.0))*0.25;
gl_FragColor = col; gl_FragColor = col;
} }

@ -8,8 +8,7 @@ const float sampleStrength = 2.2;
void main(void) void main(void)
{ {
// some sample positions // some sample positions
float samples[10] = float samples[] = { -0.08,-0.05,-0.03,-0.02,-0.01,0.01,0.02,0.03,0.05,0.08 };
float[](-0.08,-0.05,-0.03,-0.02,-0.01,0.01,0.02,0.03,0.05,0.08);
// 0.5,0.5 is the center of the screen // 0.5,0.5 is the center of the screen
// so substracting v_TexCoord from it will result in // so substracting v_TexCoord from it will result in

@ -14,7 +14,7 @@ TopCenterLabel < UILabel
anchors.top: parent.top anchors.top: parent.top
anchors.bottom: centerTextMessagePanel.top anchors.bottom: centerTextMessagePanel.top
anchors.horizontalCenter: parent.horizontalCenter anchors.horizontalCenter: parent.horizontalCenter
width: 360 width: 275
BottomLabel < CenterLabel BottomLabel < CenterLabel
anchors.bottom: parent.bottom anchors.bottom: parent.bottom

@ -22,8 +22,7 @@ ELSE()
SET(ARCH_FLAGS "-m32 -march=i686 -mtune=generic") SET(ARCH_FLAGS "-m32 -march=i686 -mtune=generic")
ENDIF() ENDIF()
SET(WARNS_FLAGS "-Wall -Wextra -Werror -Wno-unused-parameter -Wno-unused-but-set-variable") SET(WARNS_FLAGS "-Wall -Wextra -Werror -Wno-unused-parameter -Wno-unused-but-set-variable")
SET(SECURE_FLAGS "-fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2") SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_WARNS} ${ARCH_FLAGS} -std=gnu++0x -pipe")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_WARNS} ${SECURE_FLAGS} ${ARCH_FLAGS} -std=gnu++0x -pipe")
SET(CMAKE_CXX_FLAGS_DEBUG "-O0 -ggdb") SET(CMAKE_CXX_FLAGS_DEBUG "-O0 -ggdb")
SET(CMAKE_CXX_FLAGS_RELWITHDEBINFO "-O1 -ggdb -fno-omit-frame-pointer") SET(CMAKE_CXX_FLAGS_RELWITHDEBINFO "-O1 -ggdb -fno-omit-frame-pointer")
SET(CMAKE_CXX_FLAGS_RELEASE "-O2") SET(CMAKE_CXX_FLAGS_RELEASE "-O2")

@ -60,6 +60,7 @@ void Painter::refreshState()
void Painter::saveState() void Painter::saveState()
{ {
assert(m_oldStateIndex<10); assert(m_oldStateIndex<10);
m_olderStates[m_oldStateIndex].resolution = m_resolution;
m_olderStates[m_oldStateIndex].projectionMatrix = m_projectionMatrix; m_olderStates[m_oldStateIndex].projectionMatrix = m_projectionMatrix;
m_olderStates[m_oldStateIndex].textureMatrix = m_textureMatrix; m_olderStates[m_oldStateIndex].textureMatrix = m_textureMatrix;
m_olderStates[m_oldStateIndex].color = m_color; m_olderStates[m_oldStateIndex].color = m_color;
@ -69,7 +70,6 @@ void Painter::saveState()
m_olderStates[m_oldStateIndex].shaderProgram = m_shaderProgram; m_olderStates[m_oldStateIndex].shaderProgram = m_shaderProgram;
m_olderStates[m_oldStateIndex].texture = m_texture; m_olderStates[m_oldStateIndex].texture = m_texture;
m_olderStates[m_oldStateIndex].alphaWriting = m_alphaWriting; m_olderStates[m_oldStateIndex].alphaWriting = m_alphaWriting;
m_olderStates[m_oldStateIndex].resolution = m_resolution;
m_oldStateIndex++; m_oldStateIndex++;
} }
@ -82,6 +82,7 @@ void Painter::saveAndResetState()
void Painter::restoreSavedState() void Painter::restoreSavedState()
{ {
m_oldStateIndex--; m_oldStateIndex--;
setResolution(m_olderStates[m_oldStateIndex].resolution);
setProjectionMatrix(m_olderStates[m_oldStateIndex].projectionMatrix); setProjectionMatrix(m_olderStates[m_oldStateIndex].projectionMatrix);
setTextureMatrix(m_olderStates[m_oldStateIndex].textureMatrix); setTextureMatrix(m_olderStates[m_oldStateIndex].textureMatrix);
setColor(m_olderStates[m_oldStateIndex].color); setColor(m_olderStates[m_oldStateIndex].color);
@ -90,7 +91,7 @@ void Painter::restoreSavedState()
setClipRect(m_olderStates[m_oldStateIndex].clipRect); setClipRect(m_olderStates[m_oldStateIndex].clipRect);
setShaderProgram(m_olderStates[m_oldStateIndex].shaderProgram); setShaderProgram(m_olderStates[m_oldStateIndex].shaderProgram);
setTexture(m_olderStates[m_oldStateIndex].texture); setTexture(m_olderStates[m_oldStateIndex].texture);
setResolution(m_olderStates[m_oldStateIndex].resolution); setAlphaWriting(m_olderStates[m_oldStateIndex].alphaWriting);
} }
void Painter::clear(const Color& color) void Painter::clear(const Color& color)

@ -44,6 +44,7 @@ public:
}; };
struct PainterState { struct PainterState {
Size resolution;
Matrix3 projectionMatrix; Matrix3 projectionMatrix;
Matrix3 textureMatrix; Matrix3 textureMatrix;
Color color; Color color;
@ -53,7 +54,6 @@ public:
Texture *texture; Texture *texture;
PainterShaderProgram *shaderProgram; PainterShaderProgram *shaderProgram;
bool alphaWriting; bool alphaWriting;
Size resolution;
}; };
Painter(); Painter();

@ -1,48 +0,0 @@
/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef PAINTERSHADERMANAGER_H
#define PAINTERSHADERMANAGER_H
#include "paintershaderprogram.h"
class PainterShaderManager
{
public:
void init();
void terminate();
PainterShaderProgramPtr createShader();
PainterShaderProgramPtr createTexturedFragmentShader(const std::string& shaderFile);
const PainterShaderProgramPtr& getDrawTexturedProgram() { return m_drawTexturedProgram; }
const PainterShaderProgramPtr& getDrawSolidColorProgram() { return m_drawSolidColorProgram; }
private:
PainterShaderProgramPtr m_drawTexturedProgram;
PainterShaderProgramPtr m_drawSolidColorProgram;
};
extern PainterShaderManager g_shaders;
#endif

@ -205,6 +205,7 @@ void WIN32Window::init()
internalCreateWindow(); internalCreateWindow();
internalCreateGLContext(); internalCreateGLContext();
internalRestoreGLContext();
} }
void WIN32Window::terminate() void WIN32Window::terminate()
@ -253,7 +254,7 @@ void WIN32Window::internalCreateWindow()
wc.hInstance = m_instance; wc.hInstance = m_instance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = m_defaultCursor; wc.hCursor = m_defaultCursor;
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL; wc.lpszMenuName = NULL;
wc.lpszClassName = g_app->getName().c_str(); wc.lpszClassName = g_app->getName().c_str();
@ -344,8 +345,6 @@ void WIN32Window::internalCreateGLContext()
if(m_eglContext == EGL_NO_CONTEXT ) if(m_eglContext == EGL_NO_CONTEXT )
g_logger.fatal(stdext::format("Unable to create EGL context: %s", eglGetError())); g_logger.fatal(stdext::format("Unable to create EGL context: %s", eglGetError()));
if(!eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglContext))
g_logger.fatal("Unable to make current EGL context");
#else #else
uint pixelFormat; uint pixelFormat;
static PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR), static PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR),
@ -374,9 +373,6 @@ void WIN32Window::internalCreateGLContext()
if(!(m_wglContext = wglCreateContext(m_deviceContext))) if(!(m_wglContext = wglCreateContext(m_deviceContext)))
g_logger.fatal("Unable to create GL context"); g_logger.fatal("Unable to create GL context");
if(!wglMakeCurrent(m_deviceContext, m_wglContext))
g_logger.fatal("Unable to set GLX context on WIN32 window");
#endif #endif
} }
@ -406,6 +402,17 @@ void WIN32Window::internalDestroyGLContext()
#endif #endif
} }
void WIN32Window::internalRestoreGLContext()
{
#ifdef OPENGL_ES
if(!eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglContext))
g_logger.fatal("Unable to make current EGL context");
#else
if(!wglMakeCurrent(m_deviceContext, m_wglContext))
g_logger.fatal("Unable to make current WGL context");
#endif
}
bool WIN32Window::isExtensionSupported(const char *ext) bool WIN32Window::isExtensionSupported(const char *ext)
{ {
#ifdef OPENGL_ES #ifdef OPENGL_ES
@ -707,6 +714,9 @@ LRESULT WIN32Window::windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lPar
break; break;
} }
if(m_visible && m_deviceContext)
internalRestoreGLContext();
Size size; Size size;
size.setWidth(std::max(std::min((int)LOWORD(lParam), 7680), m_minimumSize.width())); size.setWidth(std::max(std::min((int)LOWORD(lParam), 7680), m_minimumSize.width()));
size.setHeight(std::max(std::min((int)HIWORD(lParam), 4320), m_minimumSize.height())); size.setHeight(std::max(std::min((int)HIWORD(lParam), 4320), m_minimumSize.height()));

@ -38,6 +38,7 @@ class WIN32Window : public PlatformWindow
void internalCreateWindow(); void internalCreateWindow();
void internalCreateGLContext(); void internalCreateGLContext();
void internalDestroyGLContext(); void internalDestroyGLContext();
void internalRestoreGLContext();
void *getExtensionProcAddress(const char *ext); void *getExtensionProcAddress(const char *ext);
bool isExtensionSupported(const char *ext); bool isExtensionSupported(const char *ext);

@ -50,7 +50,7 @@ namespace Otc
INVISIBLE_TICKS_PER_FRAME = 500, INVISIBLE_TICKS_PER_FRAME = 500,
ITEM_TICKS_PER_FRAME = 500, ITEM_TICKS_PER_FRAME = 500,
ANIMATED_TEXT_DURATION = 1000, ANIMATED_TEXT_DURATION = 1000,
STATIC_DURATION_PER_CHARACTER = 75, STATIC_DURATION_PER_CHARACTER = 60,
MIN_STATIC_TEXT_DURATION = 3000, MIN_STATIC_TEXT_DURATION = 3000,
MAX_STATIC_TEXT_WIDTH = 200, MAX_STATIC_TEXT_WIDTH = 200,
}; };

@ -170,8 +170,8 @@ void MapView::draw(const Rect& rect)
Position pos = staticText->getPosition(); Position pos = staticText->getPosition();
// ony draw static texts from current camera floor, unless yells // ony draw static texts from current camera floor, unless yells
if(pos.z != cameraPosition.z && !staticText->isYell()) //if(pos.z != cameraPosition.z && !staticText->isYell())
continue; // continue;
Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset; Point p = transformPositionTo2D(pos, cameraPosition) - drawOffset;
p.x = p.x * horizontalStretchFactor; p.x = p.x * horizontalStretchFactor;

@ -49,7 +49,7 @@ void ShaderManager::terminate()
PainterShaderProgramPtr ShaderManager::createShader(const std::string& name) PainterShaderProgramPtr ShaderManager::createShader(const std::string& name)
{ {
if(!g_graphics.canUseShaders()) { if(!g_graphics.canUseShaders()) {
g_logger.error(stdext::format("unable to create shader, shaders are not supported")); g_logger.error(stdext::format("unable to create shader '%s', shaders are not supported", name));
return nullptr; return nullptr;
} }

@ -40,50 +40,63 @@ void StaticText::draw(const Point& dest, const Rect& parentRect)
boundRect.bind(parentRect); boundRect.bind(parentRect);
// draw only if the real center is not too far from the parent center, or its a yell // draw only if the real center is not too far from the parent center, or its a yell
if((boundRect.center() - rect.center()).length() < parentRect.width() / 15 || isYell()) { //if(g_map.isAwareOfPosition(m_position) || isYell()) {
g_painter->setColor(m_color); g_painter->setColor(m_color);
m_cachedText.draw(boundRect); m_cachedText.draw(boundRect);
} //}
} }
bool StaticText::addMessage(const std::string& name, Otc::SpeakType type, const std::string& message) bool StaticText::addMessage(const std::string& name, Otc::SpeakType type, const std::string& message)
{ {
//TODO: this could be moved to lua //TODO: this could be moved to lua
// First message // first message
if(m_messages.size() == 0) { if(m_messages.size() == 0) {
m_name = name; m_name = name;
m_messageType = type; m_messageType = type;
} }
else if(m_messages.size() > 20) { // check if we can really own the message
// to many messages, ignore to avoid lag else if(m_name != name || m_messageType != type) {
return false; return false;
} else { }
// we can only add another message if it follows these conditions // too many messages
if(m_name != name || m_messageType != type) else if(m_messages.size() > 10) {
return false; m_messages.pop_front();
m_updateEvent->cancel();
m_updateEvent = nullptr;
} }
m_messages.push_back(message); m_messages.push_back(message);
compose(); compose();
auto self = asStaticText(); if(!m_updateEvent)
g_eventDispatcher.scheduleEvent([self]() { scheduleUpdate();
self->removeMessage();
}, std::max<int>(Otc::STATIC_DURATION_PER_CHARACTER * message.length(), Otc::MIN_STATIC_TEXT_DURATION));
return true; return true;
} }
void StaticText::removeMessage() void StaticText::update()
{ {
m_messages.pop_front(); m_messages.pop_front();
if(m_messages.empty()) { if(m_messages.empty()) {
// schedule removal // schedule removal
auto self = asStaticText(); auto self = asStaticText();
g_eventDispatcher.addEvent([self]() { g_map.removeThing(self); }); g_eventDispatcher.addEvent([self]() { g_map.removeThing(self); });
} else } else {
compose(); compose();
scheduleUpdate();
}
}
void StaticText::scheduleUpdate()
{
int len = m_messages.front().length();
int delay = std::max(Otc::STATIC_DURATION_PER_CHARACTER * len, (int)Otc::MIN_STATIC_TEXT_DURATION);
auto self = asStaticText();
m_updateEvent = g_eventDispatcher.scheduleEvent([self]() {
self->m_updateEvent = nullptr;
self->update();
}, delay);
} }
void StaticText::compose() void StaticText::compose()
@ -121,5 +134,5 @@ void StaticText::compose()
} }
m_cachedText.setText(text); m_cachedText.setText(text);
m_cachedText.wrapText(Otc::MAX_STATIC_TEXT_WIDTH); m_cachedText.wrapText(275);
} }

@ -26,6 +26,7 @@
#include "thing.h" #include "thing.h"
#include <framework/graphics/cachedtext.h> #include <framework/graphics/cachedtext.h>
#include <framework/graphics/fontmanager.h> #include <framework/graphics/fontmanager.h>
#include <framework/core/timer.h>
class StaticText : public Thing class StaticText : public Thing
{ {
@ -41,12 +42,13 @@ public:
bool isYell() { return m_messageType == Otc::SpeakYell || m_messageType == Otc::SpeakMonsterYell; } bool isYell() { return m_messageType == Otc::SpeakYell || m_messageType == Otc::SpeakMonsterYell; }
bool addMessage(const std::string& name, Otc::SpeakType type, const std::string& message); bool addMessage(const std::string& name, Otc::SpeakType type, const std::string& message);
void removeMessage();
StaticTextPtr asStaticText() { return std::static_pointer_cast<StaticText>(shared_from_this()); } StaticTextPtr asStaticText() { return std::static_pointer_cast<StaticText>(shared_from_this()); }
bool isStaticText() { return true; } bool isStaticText() { return true; }
private: private:
void update();
void scheduleUpdate();
void compose(); void compose();
Boolean<false> m_yell; Boolean<false> m_yell;
@ -55,6 +57,7 @@ private:
Otc::SpeakType m_messageType; Otc::SpeakType m_messageType;
Color m_color; Color m_color;
CachedText m_cachedText; CachedText m_cachedText;
ScheduledEventPtr m_updateEvent;
}; };
#endif #endif

Loading…
Cancel
Save