#include #include #include #include #include #define LABEL(x, y, s, d) {\ float p[2]={x,y};\ render_text_scaled(rend, s, p, t, d);\ } #define LABEL_F3(x, y, s, q, v, d) {\ float p[2]={x,y}; char ss[64]; \ if (lvl == 0) \ sprintf(ss, "%s: (%."#q"f) %."#q"f %."#q"f", s, v[0], v[1], v[2]);\ if (lvl == 1) \ sprintf(ss, "%s: %."#q"f (%."#q"f) %."#q"f", s, v[0], v[1], v[2]);\ if (lvl == 2) \ sprintf(ss, "%s: %."#q"f %."#q"f (%."#q"f)", s, v[0], v[1], v[2]);\ render_text_scaled(rend, ss, p, t, d);\ } #define LABEL_I3(x, y, s, v, d) {\ float p[2]={x,y}; char ss[64]; \ if (lvl == 0) sprintf(ss, "%s: (%d) %d %d", s, v[0], v[1], v[2]);\ if (lvl == 1) sprintf(ss, "%s: %d (%d) %d", s, v[0], v[1], v[2]);\ if (lvl == 2) sprintf(ss, "%s: %d %d (%d)", s, v[0], v[1], v[2]);\ render_text_scaled(rend, ss, p, t, 1);\ } void render_view_comp (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, stats_comp *comp, int lvl) { float pad = 0; float h = 0; char arr[32][64]; { int n = stats_frame_sprintf(info, comp->base +lvl, arr); for (int i=0; iperc +lvl, arr); for (int i=0; ibase_weapon +lvl, arr); for (int i=0; iperc_weapon +lvl, arr); for (int i=0; iframe, arr); for (int i=0; iweaponlen; i++) { LABEL(px+pad, py+h, " WEAPON", 1); h += 15; int n = stats_weapon_sprintf(info, u->weapon +i, arr); for (int i=0; iname, 1); h += 15; stats_unit base; stats_unit_compute(info, tm, &base); render_view_stats_unit(rend, t, px+10, py+h, info, &base); } void render_view_level (SDL_Renderer *rend, int px, int py, int lvl) { // position is of bottom right corner for (int i=0; istats[STATS_CHASSIS]+chassis; LABEL(px+10, py+h, comp->name, 2); h += 30; render_view_comp(rend, t, px+10, py+h, info, comp, lvl); info_unit u; int8_t *_; int __; int size[2]; hud_map_sel(&u, info, 0, 0, &_, &__, size); size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select a chassis...", pname, t, 1); } } void render_view_battery (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int batt, int lvl) { if (batt != -1) { int h = 10; stats_comp *comp = info->stats[STATS_BATTERY]+batt; LABEL(px+10, py+h, comp->name, 1); h += 30; render_view_comp(rend, t, px+10, py+h, info, comp, lvl); float size[2] = {145, 145}; size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select a battery...", pname, t, 1); } } void render_view_armor (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int armor, int lvl) { if (armor != -1) { int h = 10; stats_comp *comp = info->stats[STATS_ARMOR]+armor; LABEL(px+10, py+h, comp->name, 1); h += 20; float size[2] = { 150, 50 }; size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select an armor...", pname, t, 1); } } void render_view_armor_detail (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int armor, int lvl) { if (armor != -1) { int h = 10; stats_comp *comp = info->stats[STATS_ARMOR]+armor; LABEL(px+10, py+h, comp->name, 1); h += 30; render_view_comp(rend, t, px+10, py+h, info, comp, lvl); info_unit u; int8_t *_; int __; int size[2]; hud_map_sel(&u, info, 2, 0, &_, &__, size); size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { render_view_weapon(rend, t, px, py, info, armor, lvl); } } void render_view_weapon (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int weapon, int lvl) { if (weapon != -1) { int h = 10; stats_comp *comp = info->stats[STATS_WEAPONS]+weapon; LABEL(px+10, py+h, comp->name, 1); h += 30; render_view_comp(rend, t, px+10, py+h, info, comp, lvl); float size[2] = { 200, 110 }; size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select a weapon...", pname, t, 1); } } void render_view_weapon_detail (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int weapon, int lvl) { if (weapon != -1) { int h = 10; stats_comp *comp = info->stats[STATS_WEAPONS]+weapon; LABEL(px+10, py+h, comp->name, 1); h += 30; render_view_comp(rend, t, px+10, py+h, info, comp, lvl); info_unit u; int8_t *_; int __; int size[2]; hud_map_sel(&u, info, 3, 0, &_, &__, size); size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { render_view_weapon(rend, t, px, py, info, weapon, lvl); } } void render_view_aug (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int aug, int lvl) { if (aug != -1) { int h = 10; stats_comp *comp = info->stats[STATS_AUGS]+aug; LABEL(px+10, py+h, comp->name, 1); h += 20; float size[2] = { 150, 50 }; size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select an augment...", pname, t, 1); } } void render_view_aug_detail (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int aug, int lvl) { if (aug != -1) { int h = 10; stats_comp *comp = info->stats[STATS_AUGS]+aug; LABEL(px+10, py+h, comp->name, 1); h += 20; render_view_comp(rend, t, px+10, py+h, info, comp, lvl); info_unit u; int8_t *_; int __; int size[2]; hud_map_sel(&u, info, 4, 0, &_, &__, size); size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { render_view_aug(rend, t, px, py, info, aug, lvl); } } void render_view_brain (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int brain, int lvl) { if (brain != -1) { float pname[2] = { px+10, py+10 }; int h = 10; stats_comp *comp = info->stats[STATS_BRAIN]+brain; LABEL(px+10, py+h, comp->name, 1); h += 20; render_view_comp(rend, t, px+10, py+h, info, comp, lvl); float size[2] = { 145, 145 }; size[0] -= 5; size[1] -= 5; render_view_level(rend, px+size[0], py+size[1], lvl); } else { float pname[2] = { px+10, py+10 }; render_text_scaled(rend, "select a controller...", pname, t, 1); } } void render_view_template (SDL_Renderer* rend, txtd *t, int px, int py, infos *info, int temp, int lvl) { { button b = { "edit", 4, { px, py } }; render_button(rend, t, &b); } float wedit = get_text_width("edit", t); { button b = { "place", 4, { px+wedit+2*4+5, py } }; render_button(rend, t, &b); } float wplace = get_text_width("place", t); float pname[2] = { wplace+wedit+4*4+10+px, py+4 }; char *sname = info->templates[temp].name; render_text_scaled(rend, sname, pname, t, 1); }