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GUI.CPP
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/************************************************************************************
* GUI.h
*
* descp : struts/associated... stuff for in-game GUI (0_o)
*
* auth : javery
*
* path : C:\Program Files\Microsoft Visual Studio\MyProjects\PrimaryCubes3D\GUI.h
*
* iDate : 10/22/06
* version:
* TO DO : [ 10/22/06 ] Make x/yJiggle factors increment on an event basis ( ie:big link )
************************************************************************************/
#include "gui.h"
#include "game.h"
#include "session.h"
#include "gfx_font.h"
#include <allegro.h>
#include <math.h>
extern BITMAP* pageOne,* pageTwo,*pageThree;
BITMAP *gameGUI[ 3 ];
char* gameGUIFiles[] = { "content/gfx/left_panel.bmp" ,
"content/gfx/left_panel.bmp" ,
"content/gfx/right_panel.bmp"};
extern Game_t currentGame;
static int xJiggle=0,yJiggle=0; // used to "jiggle" characters around
GUI_Element_t gameGUI_Elements[] =
{
{ "SCORE" , { 70 , 26 , 0 } , 1 , .45 } ,
{ "SCORE_N" , { 70 , 46 , 0 } , 1 , .5 } ,
{ "HISCORE" , { 95 , 3 , 0 } , .5 , .145 } ,
{ "HI SCORE_N" , { 50 , 20 , 0 } , 1 , 1 } ,
{ "STAGE" , { 70 , 420 , 0 } , .5 , .35} ,
{ "TIME" , { 0 , 0 , 0 } , 1 , 1 } ,
{ "C_FRONT" , { 99 , 410 , 0 } , 2 , 2 } ,
{ "C_BACK" , { 177 , 410 , 0 } , 2 , 2 }
};
static baseTen[] = { 10000 , 19000 , 9000 , 15000 , 18000 , 100000 , 1000000 , 10000000 };
/*
==================================================================
GUI_ELE_LoadGameGUI
Loads in game GUIs
==================================================================
*/
c_boolean GUI_ELE_LoadGameGUI( void )
{
gameGUI[ GUI_EASY_CENTER ] = load_bitmap( gameGUIFiles[ GUI_NORMAL_LEFT ] , NULL );
gameGUI[ GUI_NORMAL_LEFT ] = load_bitmap( gameGUIFiles[ GUI_NORMAL_LEFT ] , NULL );
gameGUI[ GUI_NORMAL_RIGHT ] = load_bitmap( gameGUIFiles[ GUI_NORMAL_RIGHT] , NULL );
return c_true;
}
/*
===================================================================
GUI_ELE_DrawGUI
draws the specified GUI using info inside of current game
====================================================================
*/
void GUI_ELE_DrawGameGUI( GameLevel_t level )
{
switch( level )
{
case LVL_EASY:
{
masked_stretch_blit( gameGUI[ GUI_EASY_CENTER ] , pageOne , 0 , 0 , gameGUI[ GUI_EASY_CENTER ]->w , gameGUI[ GUI_EASY_CENTER ]->h , 0 , 0 , pageOne->w , pageOne->h );
break;
}
case LVL_NORM:
{
masked_stretch_blit( gameGUI[ GUI_NORMAL_LEFT ] , pageTwo , 0 , 0 , gameGUI[ GUI_NORMAL_LEFT ]->w , gameGUI[ GUI_NORMAL_LEFT ]->h , 0 , 0 , pageTwo->w , pageTwo->h );
masked_stretch_blit( gameGUI[ GUI_NORMAL_RIGHT ] , pageThree , 0 , 0 , gameGUI[ GUI_NORMAL_RIGHT ]->w , gameGUI[ GUI_NORMAL_LEFT ]->h , 0 , 0 , pageThree->w , pageThree->h );
GUI_ELE_DrawScore( currentGame.currentSession.currentScore );
GUI_ELE_DrawHiScore( currentGame.currentSession.highScore );
GUI_ELE_DrawNextCube();
GUI_ELE_DrawGameStage( currentGame.currentSession.currentStage );
break;
}
case LVL_HARD:
{
GUI_ELE_DrawScore( currentGame.currentSession.currentScore );
GUI_ELE_DrawNextCube();
masked_stretch_blit( gameGUI[ GUI_NORMAL_LEFT ] , pageTwo , 0 , 0 , gameGUI[ GUI_NORMAL_LEFT ]->w , gameGUI[ GUI_NORMAL_LEFT ]->h , 0 , 0 , pageTwo->w , pageTwo->h );
masked_stretch_blit( gameGUI[ GUI_NORMAL_LEFT ] , pageThree , 0 , 0 , gameGUI[ GUI_NORMAL_LEFT ]->w , gameGUI[ GUI_NORMAL_LEFT ]->h , 0 , 0 , pageThree->w , pageThree->h );
break;
}
}
// make this conditional for some nice polish
if( xJiggle == 360 )
{
xJiggle = yJiggle = 0;
}
else
{
xJiggle++;
yJiggle+=2;
}
}
/*
====================================================================
GUI_ELE_DrawScore
Draws bitmapped label and hiscore
====================================================================
*/
void GUI_ELE_DrawScore( int score )
{
GFX_FT_DrawString( pageTwo , gameGUI_Elements[ GUI_ELE_SCORE_S ].label ,
gameGUI_Elements[ GUI_ELE_SCORE_S ].position.xPosition + 2*sin(xJiggle*3.14159/180/40),
gameGUI_Elements[ GUI_ELE_SCORE_S ].position.yPosition + 2*cos(yJiggle*3.14159/180/50),
gameGUI_Elements[ GUI_ELE_SCORE_S ].xFactor ,
gameGUI_Elements[ GUI_ELE_SCORE_S ].yFactor );
char* string = UTL_ConvertIntToString( score );
GFX_FT_DrawString( pageTwo , string ,
gameGUI_Elements[ GUI_ELE_SCORE ].position.xPosition ,
gameGUI_Elements[ GUI_ELE_SCORE ].position.yPosition ,
gameGUI_Elements[ GUI_ELE_SCORE ].xFactor ,
gameGUI_Elements[ GUI_ELE_SCORE ].yFactor );
}
/*
====================================================================
GUI_ELE_DrawHiScore
Draws high score and high score label
====================================================================
*/
void GUI_ELE_DrawHiScore( int hiScore )
{
int delta = 20,letter = 0,
x=gameGUI_Elements[ GUI_ELE_HI_SCORE_S ].position.xPosition,
y=gameGUI_Elements[ GUI_ELE_HI_SCORE_S ].position.yPosition;
float xS = gameGUI_Elements[ GUI_ELE_HI_SCORE_S ].xFactor ,
yS = gameGUI_Elements[ GUI_ELE_HI_SCORE_S ].yFactor;
char* string = gameGUI_Elements[ GUI_ELE_HI_SCORE_S ].label;
while( *string )
{
GFX_FT_DrawChar( pageTwo , *string , x + ( delta * letter ), y + sin(yJiggle*3.14159/180/10), xS , yS );
string++;
letter++;
yJiggle+=5;
}
}
/*
====================================================================
GUI_ELE_DrawNextCube
Draws the next cube to be put into game world.
====================================================================
*/
void GUI_ELE_DrawNextCube( void )
{
pCube_t pNextCube = ¤tGame.nextCube;
masked_stretch_blit( pNextCube->cubeSprite[ CUBE_FRONT ].data , pageThree ,
0 , 0 ,
pNextCube->cubeSprite[ CUBE_FRONT ].data->w ,
pNextCube->cubeSprite[ CUBE_FRONT ].data->h ,
gameGUI_Elements[ GUI_ELE_CUBE_FRONT ].position.xPosition ,
gameGUI_Elements[ GUI_ELE_CUBE_FRONT ].position.yPosition ,
pNextCube->cubeSprite[ CUBE_FRONT ].data->w * gameGUI_Elements[ GUI_ELE_CUBE_FRONT ].xFactor ,
pNextCube->cubeSprite[ CUBE_FRONT ].data->h * gameGUI_Elements[ GUI_ELE_CUBE_FRONT ].yFactor );
masked_stretch_blit( pNextCube->cubeSprite[ CUBE_BACK ].data , pageThree , 0 , 0 ,
pNextCube->cubeSprite[ CUBE_BACK ].data->w ,
pNextCube->cubeSprite[ CUBE_BACK ].data->h ,
gameGUI_Elements[ GUI_ELE_CUBE_BACK ].position.xPosition ,
gameGUI_Elements[ GUI_ELE_CUBE_BACK ].position.yPosition ,
pNextCube->cubeSprite[ CUBE_BACK ].data->w * gameGUI_Elements[ GUI_ELE_CUBE_BACK ].xFactor ,
pNextCube->cubeSprite[ CUBE_BACK ].data->h * gameGUI_Elements[ GUI_ELE_CUBE_BACK ].yFactor );
}
/*
======================================================================
UTL_ConvertIntToString
Takes an interger, and converts each didget to a alpha character.
=======================================================================
*/
char* UTL_ConvertIntToString( int number )
{
char *numberString = currentGame.currentSession.sCurrentScore;
int quotient=2,remainder=0,swap=0,power=0,base=0;
float smallQuotient=2;
while( smallQuotient > 1 )
{
// cool base 10 conversion shortcut.
base = baseTen[ 1 ]; // load 10^n from lookup
smallQuotient = ((float)number/(float)base );
quotient = (int)( number/base ); // divide by 10^n, and truncate to isolate quotient
remainder = number % 10; // isolate remainder
number /= 10; // divide number by 10 to prepare for next iteration
if( smallQuotient < 1 )
// this can be changed...
{
swap = remainder;
remainder = quotient;
quotient = swap;
quotient *= 10; // strange algo tweak.
}
switch ( remainder )
{
case 0:
{
numberString[power] = '0';
break;
}
case 1:
{
numberString[power] = '1';
break;
}
case 2:
{
numberString[power] = '2';
break;
}
case 3:
{
numberString[power] = '3';
break;
}
case 4:
{
numberString[power] = '4';
break;
}
case 5:
{
numberString[power] = '5';
break;
}
case 6:
{
numberString[power] = '6';
break;
}
case 7:
{
numberString[power] = '7';
break;
}
case 8:
{
numberString[power] = '8';
break;
}
case 9:
{
numberString[power] = '9';
break;
}
default:
{
numberString[power] = '*';
break;
}
}
power++;
}
while( numberString[ power ] )
{
numberString[ power++ ] = '0';
}
return numberString;
}
/*
===============================================================
G_DrawGameStage
Draws the current stage onto GUI
===============================================================
*/
void GUI_ELE_DrawGameStage( int stage )
{
char stageChar='0';
switch( stage )
{
case 0:
{
stageChar = '0';
break;
}
case 1:
{
stageChar = '1';
break;
}
case 2:
{
stageChar = '2';
break;
}
case 3:
{
stageChar = '3';
break;
}
case 4:
{
stageChar = '4';
break;
}
case 5:
{
stageChar = '5';
break;
}
case 6:
{
stageChar = '6';
break;
}
case 7:
{
stageChar = '7';
break;
}
case 8:
{
stageChar = '8';
break;
}
case 9:
{
stageChar = '9';
break;
}
default:
{
stageChar = '0';
break;
}
}
GFX_FT_DrawString( pageTwo , gameGUI_Elements[ GUI_ELE_STAGE ].label ,
gameGUI_Elements[ GUI_ELE_STAGE ].position.xPosition ,
gameGUI_Elements[ GUI_ELE_STAGE ].position.yPosition ,
gameGUI_Elements[ GUI_ELE_STAGE ].xFactor ,
gameGUI_Elements[ GUI_ELE_STAGE ].yFactor );
GFX_FT_DrawChar( pageTwo , stageChar , gameGUI_Elements[ GUI_ELE_STAGE ].position.xPosition + 70,
gameGUI_Elements[ GUI_ELE_STAGE ].position.yPosition +20,
gameGUI_Elements[ GUI_ELE_STAGE ].xFactor+1 ,
gameGUI_Elements[ GUI_ELE_STAGE ].yFactor );
}