4b0bc220e4
Context-specific (like per-world) timescales can also be added later
101 lines
2.5 KiB
C++
101 lines
2.5 KiB
C++
#ifndef STAR_CHAT_BUBBLE_MANAGER_HPP
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#define STAR_CHAT_BUBBLE_MANAGER_HPP
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#include "StarChatAction.hpp"
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#include "StarTextPainter.hpp"
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#include "StarWorldCamera.hpp"
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#include "StarChatBubbleSeparation.hpp"
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#include "StarStoredFunctions.hpp"
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namespace Star {
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STAR_CLASS(GuiContext);
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STAR_CLASS(AssetTextureGroup);
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STAR_CLASS(WorldClient);
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STAR_CLASS(ChatBubbleManager);
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class ChatBubbleManager {
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public:
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ChatBubbleManager();
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void setCamera(WorldCamera const& camera);
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void addChatActions(List<ChatAction> chatActions, bool silent = false);
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void update(float dt, WorldClientPtr world);
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void render();
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private:
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typedef tuple<String, Vec2F> BubbleImage;
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typedef tuple<String, unsigned, Vec4B, bool, Vec2F> BubbleText;
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struct Bubble {
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EntityId entity;
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String text;
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Json config;
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float age;
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List<BubbleImage> backgroundImages;
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List<BubbleText> bubbleText;
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bool onscreen;
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};
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struct PortraitBubble {
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EntityId entity;
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String portrait;
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String text;
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Vec2F position;
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Json config;
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float age;
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List<BubbleImage> backgroundImages;
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List<BubbleText> bubbleText;
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bool onscreen;
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};
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// Calculate the alpha for a speech bubble based on distance from player to
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// edge of screen
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uint8_t calcDistanceFadeAlpha(Vec2F bubbleScreenPosition, StoredFunctionPtr fadeFunction) const;
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RectF bubbleImageRect(Vec2F screenPos, BubbleImage const& bubbleImage, int pixelRatio);
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void drawBubbleImage(Vec2F screenPos, BubbleImage const& bubbleImage, int pixelRatio, int alpha);
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void drawBubbleText(Vec2F screenPos, BubbleText const& bubbleText, int pixelRatio, int alpha, bool isPortrait);
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GuiContext* m_guiContext;
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WorldCamera m_camera;
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TextPositioning m_textTemplate;
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TextPositioning m_portraitTextTemplate;
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Color m_color;
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int m_fontSize;
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Vec2F m_textPadding;
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BubbleSeparator<Bubble> m_bubbles;
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int m_zoom;
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Vec2F m_bubbleOffset;
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float m_maxAge;
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float m_portraitMaxAge;
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float m_interBubbleMargin;
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int m_maxMessagePerEntity;
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Deque<PortraitBubble> m_portraitBubbles;
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String m_portraitBackgroundImage;
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String m_portraitMoreImage;
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Vec2I m_portraitMorePosition;
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Vec2I m_portraitBackgroundSize;
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Vec2I m_portraitPosition;
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Vec2I m_portraitSize;
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Vec2I m_portraitTextPosition;
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unsigned m_portraitTextWidth;
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float m_portraitChatterFramerate;
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float m_portraitChatterDuration;
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float m_furthestVisibleTextDistance; // 0.0 is directly over the player, 1.0
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// is the edge of the window
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StoredFunctionPtr m_textFadeFunction;
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StoredFunctionPtr m_bubbleFadeFunction;
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};
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}
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#endif
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