/**
* Copyright (c) Lambda Innovation, 2013-2015
* 本作品版权由Lambda Innovation所有。
* http://www.li-dev.cn/
*
* This project is open-source, and it is distributed under
* the terms of GNU General Public License. You can modify
* and distribute freely as long as you follow the license.
* 本项目是一个开源项目,且遵循GNU通用公共授权协议。
* 在遵照该协议的情况下,您可以自由传播和修改。
* http://www.gnu.org/licenses/gpl.html
*/
package cn.dawn47.equipment.client.gui;
import java.util.ArrayList;
import java.util.List;
import org.lwjgl.opengl.GL11;
import cn.annoreg.core.Registrant;
import cn.dawn47.core.proxy.DWResources;
import cn.dawn47.equipment.block.BlockMedkit;
import cn.dawn47.equipment.data.ShieldData;
import cn.dawn47.equipment.event.ShieldAttackEvent;
import cn.liutils.api.gui.AuxGui;
import cn.liutils.cgui.gui.LIGui;
import cn.liutils.cgui.gui.Widget;
import cn.liutils.cgui.gui.annotations.GuiCallback;
import cn.liutils.cgui.gui.component.DrawTexture;
import cn.liutils.cgui.gui.event.FrameEvent;
import cn.liutils.cgui.loader.EventLoader;
import cn.liutils.cgui.loader.xml.CGUIDocLoader;
import cn.liutils.registry.AuxGuiRegistry.RegAuxGui;
import cn.liutils.util.client.HudUtils;
import cn.liutils.util.client.RenderUtils;
import cn.liutils.util.helper.GameTimer;
import cn.liutils.vis.animation.CubicSplineCurve;
import cn.liutils.vis.animation.LineInterpCurve;
import cn.weaponry.api.ItemInfo;
import cn.weaponry.api.ItemInfoProxy;
import cn.weaponry.impl.classic.WeaponClassic;
import cn.weaponry.impl.generic.action.ScatterUpdater;
import cpw.mods.fml.common.eventhandler.SubscribeEvent;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.common.MinecraftForge;
/**
* @author WeAthFolD
*/
@Registrant
public class HudGui extends AuxGui {
static double sin41 = Math.sin(41.0 / 180 * Math.PI);
private enum Align { LEFT, CENTER, RIGHT };
static ResourceLocation[] numbers;
static ResourceLocation[] heartbeat;
static ResourceLocation shieldEnergyBar;
static ResourceLocation coverAttacked;
static ResourceLocation coverDepleted;
static LIGui gui;
static double mainInitY;
static {
gui = CGUIDocLoader.load(new ResourceLocation("dawn47:guis/hud.xml"));
numbers = DWResources.getTextures("hud/numbers/", 10);
heartbeat = DWResources.getTextures("hud/heartbeat/", 12);
shieldEnergyBar = DWResources.texture("hud/shield_energy");
coverAttacked = DWResources.texture("hud/shield_attacked");
coverDepleted = DWResources.texture("hud/shield_depleted");
mainInitY = gui.getWidget("main").transform.y;
}
@RegAuxGui
public static HudGui instance = new HudGui();
float shieldProg;
boolean shieldActivated, shieldCooldown;
int attackCooldown;
int curAmmo, maxAmmo;
int curHealth;
int curMedkit;
long startShieldTime;
CubicSplineCurve curveAlpha = new CubicSplineCurve();
LineInterpCurve curveScale = new LineInterpCurve();
HudGui() {
EventLoader.load(gui, this);
curveScale.addPoint(0.0, 1.1);
curveScale.addPoint(0.05, 1.3);
curveScale.addPoint(0.2, 1.0);
curveScale.addPoint(0.6, 1.0);
curveScale.addPoint(1, 1.0);
curveAlpha.addPoint(0, 0.0);
curveAlpha.addPoint(0.1, 1);
curveAlpha.addPoint(0.7, 1);
curveAlpha.addPoint(1, 0);
MinecraftForge.EVENT_BUS.register(this);
}
@Override
public boolean isForeground() {
return false;
}
@Override
public void draw(ScaledResolution sr) {
EntityPlayer player = Minecraft.getMinecraft().thePlayer;
ShieldData sd = ShieldData.get(player);
double width = sr.getScaledWidth_double(), height = sr.getScaledHeight_double();
long time = GameTimer.getTime();
shieldActivated = sd.isActivated();
shieldProg = sd.getEnergy() / sd.getMaxEnergy();
attackCooldown = sd.getAttackCooldown();
shieldCooldown = !sd.canRecover();
gui.getWidget("main/shield").transform.doesDraw = shieldActivated;
Widget cross1 = gui.getWidget("crosshair/cross_1");
Widget cross2 = gui.getWidget("crosshair/cross_2");
Widget cross3 = gui.getWidget("crosshair/cross_3");
Widget cross4 = gui.getWidget("crosshair/cross_4");
ItemStack stack = player.getCurrentEquippedItem();
if(stack != null && stack.getItem() instanceof WeaponClassic) {
WeaponClassic weapon = (WeaponClassic) stack.getItem();
curAmmo = weapon.ammoStrategy.getAmmo(stack);
maxAmmo = weapon.ammoStrategy.getMaxAmmo(stack);
//crosshair
ItemInfo info = ItemInfoProxy.getInfo(player);
//double scatter = ((ScatterUpdater)info.getAction("ScatterUpdater")).getCurrentScatter();
double scatter = ((ScatterUpdater)info.getAction("ScatterUpdater")).getRenderScatter();
double crossfix = 50;
cross1.visible = true;
cross2.visible = true;
cross3.visible = true;
cross4.visible = true;
cross1.transform.pivotX = scatter * crossfix;
cross2.transform.pivotY = scatter * crossfix;
cross3.transform.pivotX = -scatter * crossfix;
cross4.transform.pivotY = -scatter * crossfix;
} else {
cross1.visible = false;
cross2.visible = false;
cross3.visible = false;
cross4.visible = false;
curAmmo = maxAmmo = -1;
}
curHealth = (int) (player.getHealth() * 5);
curMedkit = BlockMedkit.getMedkitCount(player);
/* Shield attacked effect */
GL11.glPushMatrix(); {
long dt = time - startShieldTime;
final long BLEND_TIME = 2400;
if(dt >= 0 && dt < BLEND_TIME) {
double alpha = curveAlpha.valueAt((double)dt / BLEND_TIME);
double scale = curveScale.valueAt((double)dt / BLEND_TIME);
// System.out.println("Drawing " + dt + "/" + alpha + "/" + scale);
GL11.glColor4d(1, 1, 1, alpha);
GL11.glTranslated(width / 2, height / 2, 0);
GL11.glScaled(scale, scale, 1);
GL11.glTranslated(-width / 2, -height / 2, 0);
if(shieldProg == 0.0f) { //Depleted
RenderUtils.loadTexture(coverDepleted);
} else {
RenderUtils.loadTexture(coverAttacked);
}
HudUtils.rect(width, height);
}
} GL11.glPopMatrix();
gui.resize(sr.getScaledWidth_double(), sr.getScaledHeight_double());
GL11.glPushMatrix();
gui.draw(0, 0);
GL11.glPopMatrix();
}
@GuiCallback("main")
public void udpateMainPos(Widget w, FrameEvent event) {
double prevY = w.transform.y;
if(shieldActivated) {
w.transform.y = mainInitY;
} else {
w.transform.y = mainInitY + 20;
}
if(prevY != w.transform.y)
w.dirty = true;
}
@GuiCallback("main/area")
public void updateHealth(Widget w, FrameEvent event) {
DrawTexture drawer = DrawTexture.get(w);
float speedMul;
if(curHealth > 70) {
drawer.color.setColor4i(50, 255, 50, 255);
speedMul = 2.0f;
} else if(curHealth > 30) {
drawer.color.setColor4i(255, 216, 50, 255);
speedMul = 3.0f;
} else {
drawer.color.setColor4i(255, 50, 50, 255);
speedMul = 5.0f;
}
drawer.texture = heartbeat[
((int)(Minecraft.getMinecraft().getSystemTime() / 200.0 * speedMul)) % 12];
}
@GuiCallback("main/area_cur")
public void drawCurrent(Widget w, FrameEvent event) {
if(curAmmo != -1)
drawNumber(curAmmo, 14, 20, 1, Align.RIGHT);
}
@GuiCallback("main/area_max")
public void drawMax(Widget w, FrameEvent event) {
if(maxAmmo != -1)
drawNumber(maxAmmo, 15, 0, 1, Align.LEFT);
}
@GuiCallback("main/area_medkit")
public void drawMedkit(Widget w, FrameEvent event) {
drawNumber(curMedkit, 12, 5, 0, Align.CENTER);
}
@GuiCallback("main/shield")
public void drawShieldEnergy(Widget w, FrameEvent event) {
float prog = shieldProg;
RenderUtils.loadTexture(shieldEnergyBar);
//We need a cut-angle effect so this must be done manually
if(shieldCooldown)
GL11.glColor4d(1, 1, 1, 0.4 + 0.3 * (1 + Math.sin(GameTimer.getAbsTime() / 60.0)));
else
GL11.glColor4d(1, 1, 1, 1);
final double X0 = 64, Y0 = 37, WIDTH = 104, HEIGHT = 10, OFF = HEIGHT * sin41;
Tessellator t = Tessellator.instance;
double len = WIDTH * prog, len2 = len - OFF;
GL11.glCullFace(GL11.GL_BACK);
t.startDrawingQuads();
addVertex(X0 + OFF, Y0);
addVertex(X0, Y0 + HEIGHT);
addVertex(X0 + len2, Y0 + HEIGHT);
addVertex(X0 + len, Y0);
t.draw();
GL11.glCullFace(GL11.GL_BACK);
}
private void addVertex(double x, double y) {
double width = GL11.glGetTexLevelParameteri(GL11.GL_TEXTURE_2D, 0, GL11.GL_TEXTURE_WIDTH),
height = GL11.glGetTexLevelParameteri(GL11.GL_TEXTURE_2D, 0, GL11.GL_TEXTURE_HEIGHT);
Tessellator.instance.addVertexWithUV(x, y, 0, x / width, y / height);
}
private void drawNumber(int num, double size, double x, double y, Align align) {
double x0 = 0;
double step = 0.7;
GL11.glPushMatrix();
List<Integer> numbers = new ArrayList();
do {
numbers.add(num % 10);
num /= 10;
} while(num != 0);
double len = step * numbers.size();
double offset = 0;
switch(align) {
case LEFT:
offset = 0;
break;
case CENTER:
offset = -len / 2;
break;
case RIGHT:
offset = -len;
break;
}
GL11.glTranslated(x, y, 0);
GL11.glScaled(size, size, 1);
GL11.glTranslated(offset, 0, 0);
for(int i = numbers.size() - 1; i >= 0; --i) {
GL11.glPushMatrix();
GL11.glTranslated(x0, 0, 0);
drawSingleNumber(numbers.get(i));
GL11.glPopMatrix();
num /= 10;
x0 += step;
}
GL11.glPopMatrix();
}
/**
* Draw a single number at (0, 0) with size 1.
*/
private void drawSingleNumber(int num) {
RenderUtils.loadTexture(numbers[num]);
HudUtils.rect(0, 0, 1, 1);
}
@SubscribeEvent
public void onShieldAttack(ShieldAttackEvent event) {
if(event.player.worldObj.isRemote)
startShieldTime = GameTimer.getTime();
System.out.println("OnShieldAttack");
}
}