| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #include "emoticon.h" |
| 4 | |
| 5 | #include "chat.h" |
| 6 | |
| 7 | #include <engine/graphics.h> |
| 8 | #include <engine/shared/config.h> |
| 9 | |
| 10 | #include <generated/protocol.h> |
| 11 | |
| 12 | #include <game/client/animstate.h> |
| 13 | #include <game/client/gameclient.h> |
| 14 | #include <game/client/ui.h> |
| 15 | |
| 16 | CEmoticon::CEmoticon() |
| 17 | { |
| 18 | OnReset(); |
| 19 | } |
| 20 | |
| 21 | void CEmoticon::ConKeyEmoticon(IConsole::IResult *pResult, void *pUserData) |
| 22 | { |
| 23 | CEmoticon *pSelf = (CEmoticon *)pUserData; |
| 24 | |
| 25 | if(pSelf->GameClient()->m_Scoreboard.IsActive()) |
| 26 | return; |
| 27 | |
| 28 | if(!pSelf->GameClient()->m_Snap.m_SpecInfo.m_Active && pSelf->Client()->State() != IClient::STATE_DEMOPLAYBACK) |
| 29 | pSelf->m_Active = pResult->GetInteger(Index: 0) != 0; |
| 30 | } |
| 31 | |
| 32 | void CEmoticon::ConEmote(IConsole::IResult *pResult, void *pUserData) |
| 33 | { |
| 34 | ((CEmoticon *)pUserData)->Emote(Emoticon: pResult->GetInteger(Index: 0)); |
| 35 | } |
| 36 | |
| 37 | void CEmoticon::OnConsoleInit() |
| 38 | { |
| 39 | Console()->Register(pName: "+emote" , pParams: "" , Flags: CFGFLAG_CLIENT, pfnFunc: ConKeyEmoticon, pUser: this, pHelp: "Open emote selector" ); |
| 40 | Console()->Register(pName: "emote" , pParams: "i[emote-id]" , Flags: CFGFLAG_CLIENT, pfnFunc: ConEmote, pUser: this, pHelp: "Use emote" ); |
| 41 | } |
| 42 | |
| 43 | void CEmoticon::OnReset() |
| 44 | { |
| 45 | m_WasActive = false; |
| 46 | m_Active = false; |
| 47 | m_SelectedEmote = -1; |
| 48 | m_SelectedEyeEmote = -1; |
| 49 | m_TouchPressedOutside = false; |
| 50 | } |
| 51 | |
| 52 | void CEmoticon::OnRelease() |
| 53 | { |
| 54 | m_Active = false; |
| 55 | } |
| 56 | |
| 57 | bool CEmoticon::OnCursorMove(float x, float y, IInput::ECursorType CursorType) |
| 58 | { |
| 59 | if(!m_Active) |
| 60 | return false; |
| 61 | |
| 62 | Ui()->ConvertMouseMove(pX: &x, pY: &y, CursorType); |
| 63 | m_SelectorMouse += vec2(x, y); |
| 64 | return true; |
| 65 | } |
| 66 | |
| 67 | bool CEmoticon::OnInput(const IInput::CEvent &Event) |
| 68 | { |
| 69 | if(IsActive() && Event.m_Flags & IInput::FLAG_PRESS && Event.m_Key == KEY_ESCAPE) |
| 70 | { |
| 71 | OnRelease(); |
| 72 | return true; |
| 73 | } |
| 74 | return false; |
| 75 | } |
| 76 | |
| 77 | void CEmoticon::OnRender() |
| 78 | { |
| 79 | if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK) |
| 80 | return; |
| 81 | |
| 82 | if(!m_Active) |
| 83 | { |
| 84 | if(m_TouchPressedOutside) |
| 85 | { |
| 86 | m_SelectedEmote = -1; |
| 87 | m_SelectedEyeEmote = -1; |
| 88 | m_TouchPressedOutside = false; |
| 89 | } |
| 90 | |
| 91 | if(m_WasActive && m_SelectedEmote != -1) |
| 92 | Emote(Emoticon: m_SelectedEmote); |
| 93 | if(m_WasActive && m_SelectedEyeEmote != -1) |
| 94 | EyeEmote(EyeEmote: m_SelectedEyeEmote); |
| 95 | m_WasActive = false; |
| 96 | return; |
| 97 | } |
| 98 | |
| 99 | if(GameClient()->m_Snap.m_SpecInfo.m_Active) |
| 100 | { |
| 101 | m_Active = false; |
| 102 | m_WasActive = false; |
| 103 | return; |
| 104 | } |
| 105 | |
| 106 | m_WasActive = true; |
| 107 | |
| 108 | const CUIRect Screen = *Ui()->Screen(); |
| 109 | |
| 110 | const bool WasTouchPressed = m_TouchState.m_AnyPressed; |
| 111 | Ui()->UpdateTouchState(State&: m_TouchState); |
| 112 | if(m_TouchState.m_AnyPressed) |
| 113 | { |
| 114 | const vec2 TouchPos = (m_TouchState.m_PrimaryPosition - vec2(0.5f, 0.5f)) * Screen.Size(); |
| 115 | const float TouchCenterDistance = length(a: TouchPos); |
| 116 | if(TouchCenterDistance <= 170.0f) |
| 117 | { |
| 118 | m_SelectorMouse = TouchPos; |
| 119 | } |
| 120 | else if(TouchCenterDistance > 190.0f) |
| 121 | { |
| 122 | m_TouchPressedOutside = true; |
| 123 | } |
| 124 | } |
| 125 | else if(WasTouchPressed) |
| 126 | { |
| 127 | m_Active = false; |
| 128 | return; |
| 129 | } |
| 130 | |
| 131 | if(length(a: m_SelectorMouse) > 170.0f) |
| 132 | m_SelectorMouse = normalize(v: m_SelectorMouse) * 170.0f; |
| 133 | |
| 134 | float SelectedAngle = angle(a: m_SelectorMouse) + 2 * pi / 24; |
| 135 | if(SelectedAngle < 0) |
| 136 | SelectedAngle += 2 * pi; |
| 137 | |
| 138 | m_SelectedEmote = -1; |
| 139 | m_SelectedEyeEmote = -1; |
| 140 | if(length(a: m_SelectorMouse) > 110.0f) |
| 141 | m_SelectedEmote = (int)(SelectedAngle / (2 * pi) * NUM_EMOTICONS); |
| 142 | else if(length(a: m_SelectorMouse) > 40.0f) |
| 143 | m_SelectedEyeEmote = (int)(SelectedAngle / (2 * pi) * NUM_EMOTES); |
| 144 | |
| 145 | const vec2 ScreenCenter = Screen.Center(); |
| 146 | |
| 147 | Ui()->MapScreen(); |
| 148 | |
| 149 | Graphics()->BlendNormal(); |
| 150 | |
| 151 | Graphics()->TextureClear(); |
| 152 | Graphics()->QuadsBegin(); |
| 153 | Graphics()->SetColor(r: 0, g: 0, b: 0, a: 0.3f); |
| 154 | Graphics()->DrawCircle(CenterX: ScreenCenter.x, CenterY: ScreenCenter.y, Radius: 190.0f, Segments: 64); |
| 155 | Graphics()->QuadsEnd(); |
| 156 | |
| 157 | Graphics()->WrapClamp(); |
| 158 | for(int Emote = 0; Emote < NUM_EMOTICONS; Emote++) |
| 159 | { |
| 160 | float Angle = 2 * pi * Emote / NUM_EMOTICONS; |
| 161 | if(Angle > pi) |
| 162 | Angle -= 2 * pi; |
| 163 | |
| 164 | Graphics()->TextureSet(Texture: GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[Emote]); |
| 165 | Graphics()->QuadsSetSubset(TopLeftU: 0, TopLeftV: 0, BottomRightU: 1, BottomRightV: 1); |
| 166 | Graphics()->QuadsBegin(); |
| 167 | const vec2 Nudge = direction(angle: Angle) * 150.0f; |
| 168 | const float Size = m_SelectedEmote == Emote ? 80.0f : 50.0f; |
| 169 | IGraphics::CQuadItem QuadItem(ScreenCenter.x + Nudge.x, ScreenCenter.y + Nudge.y, Size, Size); |
| 170 | Graphics()->QuadsDraw(pArray: &QuadItem, Num: 1); |
| 171 | Graphics()->QuadsEnd(); |
| 172 | } |
| 173 | Graphics()->WrapNormal(); |
| 174 | |
| 175 | if(GameClient()->m_GameInfo.m_AllowEyeWheel && g_Config.m_ClEyeWheel && GameClient()->m_aLocalIds[g_Config.m_ClDummy] >= 0) |
| 176 | { |
| 177 | Graphics()->TextureClear(); |
| 178 | Graphics()->QuadsBegin(); |
| 179 | Graphics()->SetColor(r: 1.0, g: 1.0, b: 1.0, a: 0.3f); |
| 180 | Graphics()->DrawCircle(CenterX: ScreenCenter.x, CenterY: ScreenCenter.y, Radius: 100.0f, Segments: 64); |
| 181 | Graphics()->QuadsEnd(); |
| 182 | |
| 183 | CTeeRenderInfo TeeInfo = GameClient()->m_aClients[GameClient()->m_aLocalIds[g_Config.m_ClDummy]].m_RenderInfo; |
| 184 | |
| 185 | for(int Emote = 0; Emote < NUM_EMOTES; Emote++) |
| 186 | { |
| 187 | float Angle = 2 * pi * Emote / NUM_EMOTES; |
| 188 | if(Angle > pi) |
| 189 | Angle -= 2 * pi; |
| 190 | |
| 191 | const vec2 Nudge = direction(angle: Angle) * 70.0f; |
| 192 | TeeInfo.m_Size = m_SelectedEyeEmote == Emote ? 64.0f : 48.0f; |
| 193 | RenderTools()->RenderTee(pAnim: CAnimState::GetIdle(), pInfo: &TeeInfo, Emote, Dir: vec2(-1, 0), Pos: ScreenCenter + Nudge); |
| 194 | } |
| 195 | |
| 196 | Graphics()->TextureClear(); |
| 197 | Graphics()->QuadsBegin(); |
| 198 | Graphics()->SetColor(r: 0, g: 0, b: 0, a: 0.3f); |
| 199 | Graphics()->DrawCircle(CenterX: ScreenCenter.x, CenterY: ScreenCenter.y, Radius: 30.0f, Segments: 64); |
| 200 | Graphics()->QuadsEnd(); |
| 201 | } |
| 202 | else |
| 203 | m_SelectedEyeEmote = -1; |
| 204 | |
| 205 | RenderTools()->RenderCursor(Center: ScreenCenter + m_SelectorMouse, Size: 24.0f); |
| 206 | } |
| 207 | |
| 208 | void CEmoticon::Emote(int Emoticon) |
| 209 | { |
| 210 | CNetMsg_Cl_Emoticon Msg; |
| 211 | Msg.m_Emoticon = Emoticon; |
| 212 | Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL); |
| 213 | |
| 214 | if(g_Config.m_ClDummyCopyMoves) |
| 215 | { |
| 216 | CMsgPacker MsgDummy(NETMSGTYPE_CL_EMOTICON, false); |
| 217 | MsgDummy.AddInt(i: Emoticon); |
| 218 | Client()->SendMsg(Conn: !g_Config.m_ClDummy, pMsg: &MsgDummy, Flags: MSGFLAG_VITAL); |
| 219 | } |
| 220 | } |
| 221 | |
| 222 | void CEmoticon::EyeEmote(int Emote) |
| 223 | { |
| 224 | char aBuf[32]; |
| 225 | switch(Emote) |
| 226 | { |
| 227 | case EMOTE_NORMAL: |
| 228 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "/emote normal %d" , g_Config.m_ClEyeDuration); |
| 229 | break; |
| 230 | case EMOTE_PAIN: |
| 231 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "/emote pain %d" , g_Config.m_ClEyeDuration); |
| 232 | break; |
| 233 | case EMOTE_HAPPY: |
| 234 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "/emote happy %d" , g_Config.m_ClEyeDuration); |
| 235 | break; |
| 236 | case EMOTE_SURPRISE: |
| 237 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "/emote surprise %d" , g_Config.m_ClEyeDuration); |
| 238 | break; |
| 239 | case EMOTE_ANGRY: |
| 240 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "/emote angry %d" , g_Config.m_ClEyeDuration); |
| 241 | break; |
| 242 | case EMOTE_BLINK: |
| 243 | str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "/emote blink %d" , g_Config.m_ClEyeDuration); |
| 244 | break; |
| 245 | } |
| 246 | GameClient()->m_Chat.SendChat(Team: 0, pLine: aBuf); |
| 247 | } |
| 248 | |