Effect Radar Implementation v1 #46
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@ -35,7 +35,8 @@ end
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local function renderOutlinedText(pos, text, outlineWidth, color)
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local x, y = pos:coords()
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gfx.FillColor(ColorRGBA.BLACK:components());
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local dimColor = color:mix(ColorRGBA.BLACK, 0.8)
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gfx.FillColor(dimColor:components());
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gfx.Text(text, x - outlineWidth, y + outlineWidth);
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gfx.Text(text, x - outlineWidth, y - outlineWidth);
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gfx.Text(text, x + outlineWidth, y + outlineWidth);
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@ -67,18 +68,20 @@ end
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RadarAttributes = {
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---Create RadarAttributes instance
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---@param text? string # default ""
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---@param pos? Point2D # default (0, 0)
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---@param offset? Point2D # default (0, 0)
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---@param color? ColorRGBA # default BLACK
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---@param align? integer # gfx.TEXT_ALIGN_<...> values, default gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_BASELINE
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---@return RadarAttributes
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new = function (text, pos, color)
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new = function (text, offset, color, align)
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---@class RadarAttributes
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---@field text string
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---@field pos Point2D
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---@field offset Point2D
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---@field color ColorRGBA
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local o = {
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text = text or "",
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pos = pos or Point2D.ZERO,
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color = color or ColorRGBA.BLACK
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offset = offset or Point2D.ZERO,
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color = color or ColorRGBA.BLACK,
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align = align or gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_BASELINE
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}
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setmetatable(o, RadarAttributes)
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@ -92,17 +95,17 @@ RadarAttributes.__index = RadarAttributes
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Radar = {
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---@type RadarAttributes[][]
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ATTRIBUTES = {
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{RadarAttributes.new("notes", Point2D.new(0, -30), ColorRGBA.CYAN),},
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{RadarAttributes.new("peak", Point2D.new(40, -20), ColorRGBA.RED),},
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{RadarAttributes.new("tsumami", Point2D.new(40, 20), RADAR_PURPLE),},
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{RadarAttributes.new("tricky", Point2D.new(0, 30), ColorRGBA.YELLOW),},
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{RadarAttributes.new("notes", Point2D.new(0, 0), ColorRGBA.CYAN, gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_BOTTOM),},
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{RadarAttributes.new("peak", Point2D.new(0, 0), ColorRGBA.RED, gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_BOTTOM), },
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{RadarAttributes.new("tsumami", Point2D.new(0, 0), RADAR_PURPLE, gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_TOP),},
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{RadarAttributes.new("tricky", Point2D.new(0, 0), ColorRGBA.YELLOW, gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_TOP),},
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{
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RadarAttributes.new("hand", Point2D.new(-40, 20), RADAR_MAGENTA),
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RadarAttributes.new("trip", Point2D.new(5, 18), RADAR_MAGENTA),
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RadarAttributes.new("hand", Point2D.new(0, 0), RADAR_MAGENTA, gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_TOP),
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RadarAttributes.new("trip", Point2D.new(5, 16), RADAR_MAGENTA, gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_TOP),
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},
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{
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RadarAttributes.new("one", Point2D.new(-40, -20), RADAR_GREEN),
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RadarAttributes.new("hand", Point2D.new(-5, 18), RADAR_GREEN),
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RadarAttributes.new("one", Point2D.new(6, -16), RADAR_GREEN, gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_BOTTOM),
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RadarAttributes.new("hand", Point2D.new(0, 0), RADAR_GREEN, gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_BOTTOM),
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}
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},
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RADIUS = 100.0,
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@ -123,34 +126,34 @@ Radar = {
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onehand = 0,
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},
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_hexagonMesh = gfx.CreateShadedMesh("radar"),
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outlineVertices = {},
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attributePositions = {},
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_outlineVertices = {},
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_attributePositions = {}, ---@type Point2D[][]
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_angleStep = (2 * math.pi) / #Radar.ATTRIBUTES, -- 360° / no. attributes, in radians
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_initRotation = math.pi / 2, -- 90°, in radians
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pos = pos or Point2D.ZERO,
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scale = radius and radius / Radar.RADIUS or 1.0,
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}
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local sides = #Radar.ATTRIBUTES
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local angleStep = (2 * math.pi) / sides
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local rotationAngle = angleStep / 2
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local outlineRadius = Radar.RADIUS
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local attributeRadius = Radar.RADIUS + 20
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local attributeRadius = Radar.RADIUS + 30
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for i = 0, sides - 1 do
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local attrIdx = i + 1
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local angle = i * angleStep - rotationAngle
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local angle = i * o._angleStep - o._initRotation
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local cosAngle = math.cos(angle)
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local sinAngle = math.sin(angle)
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-- cache outline vertices
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table.insert(o.outlineVertices, Point2D.new(outlineRadius * cosAngle, outlineRadius * sinAngle))
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table.insert(o._outlineVertices, Point2D.new(outlineRadius * cosAngle, outlineRadius * sinAngle))
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-- cache attribute positions
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table.insert(o.attributePositions, {})
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table.insert(o._attributePositions, {})
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for j = 1, #Radar.ATTRIBUTES[attrIdx] do
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local attr = Radar.ATTRIBUTES[attrIdx][j]
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local attributePos = Point2D.new(attributeRadius * cosAngle, attributeRadius * sinAngle)
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attributePos.x = attributePos.x + attr.pos.x
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attributePos.y = attributePos.y + attr.pos.y
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table.insert(o.attributePositions, j, attributePos)
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attributePos.x = attributePos.x + attr.offset.x
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attributePos.y = attributePos.y + attr.offset.y
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table.insert(o._attributePositions[attrIdx], j, attributePos)
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end
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end
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@ -165,9 +168,9 @@ Radar.__index = Radar
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function Radar:drawOutline(w, color)
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---@cast self Radar
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for i = 1, #self.outlineVertices do
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local j = i % #self.outlineVertices + 1
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drawLine(self.outlineVertices[i], self.outlineVertices[j], w, color)
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for i = 1, #self._outlineVertices do
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local j = i % #self._outlineVertices + 1
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drawLine(self._outlineVertices[i], self._outlineVertices[j], w, color)
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end
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end
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@ -181,7 +184,7 @@ function Radar:drawRadialTicks(color, ticks)
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gfx.Save()
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gfx.StrokeColor(color:components())
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for i, vertex in ipairs(self.outlineVertices) do
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for i, vertex in ipairs(self._outlineVertices) do
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gfx.BeginPath()
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gfx.MoveTo(0, 0)
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gfx.LineTo(vertex.x, vertex.y)
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@ -226,9 +229,9 @@ function Radar:drawBackground(fillColor)
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gfx.Save()
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gfx.BeginPath()
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gfx.MoveTo(self.outlineVertices[1].x, self.outlineVertices[1].y)
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for i = 2, #self.outlineVertices do
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gfx.LineTo(self.outlineVertices[i].x, self.outlineVertices[i].y)
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gfx.MoveTo(self._outlineVertices[1].x, self._outlineVertices[1].y)
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for i = 2, #self._outlineVertices do
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gfx.LineTo(self._outlineVertices[i].x, self._outlineVertices[i].y)
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end
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gfx.ClosePath()
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@ -243,13 +246,14 @@ function Radar:drawAttributes()
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gfx.Save()
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gfx.FontSize(20)
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for i = 1, #self.attributePositions do
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local attrPos = self.attributePositions[i]
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gfx.LoadSkinFont("contb.ttf")
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gfx.FontSize(21)
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for i = 1, #self._attributePositions do
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local attrPos = self._attributePositions[i]
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for j = 1, #attrPos do
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local pos = attrPos[j]
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local attr = Radar.ATTRIBUTES[i][j]
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gfx.TextAlign(gfx.TEXT_ALIGN_MIDDLE + gfx.TEXT_ALIGN_CENTER)
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gfx.TextAlign(attr.align)
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renderOutlinedText(pos, string.upper(attr.text), 1, attr.color)
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end
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end
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@ -257,6 +261,11 @@ function Radar:drawAttributes()
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gfx.Restore()
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end
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---Draw shaded radar mesh
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---
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---Bug: ForceRender resets every transformation, you need to re-setup view transform afterwards.
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---ForceRender also resets the gfx stack, USC will crash if you try to call gfx.Restore(),
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---make sure the gfx stack is clean before calling radar:drawRadarMesh()
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function Radar:drawRadarMesh()
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---@cast self Radar
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@ -269,10 +278,8 @@ function Radar:drawRadarMesh()
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self._graphdata.onehand,
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}
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local color1 = ColorRGBA.new(255, 12, 48, 230) -- magenta-ish
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local color2 = ColorRGBA.new(112, 119, 255, 230) -- light blue-ish purple
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local currentTime = 0
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local colorMax = ColorRGBA.new(255, 12, 48, 230) -- magenta-ish
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local colorCenter = ColorRGBA.new(112, 119, 255, 230) -- light blue-ish purple
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-- Calculate the maximum size based on the constraint
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local maxSize = self.RADIUS * self.scale + 10
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@ -280,23 +287,20 @@ function Radar:drawRadarMesh()
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self._hexagonMesh:SetParam("maxSize", maxLineLength + .0)
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-- Set the color of the hexagon
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self._hexagonMesh:SetParamVec4("colorMax", color1:componentsFloat())
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self._hexagonMesh:SetParamVec4("colorCenter", color2:componentsFloat())
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self._hexagonMesh:SetParamVec4("colorMax", colorMax:componentsFloat())
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self._hexagonMesh:SetParamVec4("colorCenter", colorCenter:componentsFloat())
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-- Set the primitive type to triangles
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self._hexagonMesh:SetPrimitiveType(self._hexagonMesh.PRIM_TRIFAN)
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-- Calculate the vertices of the hexagon
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local sides = #Radar.ATTRIBUTES
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local angleStep = (2 * math.pi) / sides
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local rotationAngle = angleStep / 2
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--local rotationAngle = -math.pi / 2
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local vertices = {}
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local vertices = {}
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table.insert(vertices, {{0, 0}, {0, 0}})
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for i = 0, sides do
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local j = i % sides + 1
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local angle = i * angleStep - rotationAngle
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local angle = i * self._angleStep - self._initRotation
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--local angle = math.rad(60 * (i-1)) + rotationAngle
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local scale = scaleFact[j]
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@ -309,16 +313,18 @@ function Radar:drawRadarMesh()
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-- Set the hexagon's vertices
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self._hexagonMesh:SetData(vertices)
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--self._hexagonMesh:SetPosition(-maxSize, maxSize)
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self._hexagonMesh:Draw()
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--NOTE: Bug: forcerender resets every transformation, need to re-setup view transform afterwards
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-- YOU! You are the reason for all my pain!
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gfx.ForceRender()
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end
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--NOTE: THIS IS BUGGY, ForceRender fucks up so many things, call the individual draw functions at top level
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function Radar:drawGraph()
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---@cast self Radar
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game.Log("Radar:drawGraph() SHOULD NOT BE CALLED", game.LOGGER_WARNING)
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gfx.Save()
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gfx.Reset()
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gfx.ResetScissor()
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@ -333,10 +339,10 @@ function Radar:drawGraph()
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local strokeColor = ColorRGBA.new(255, 255, 255, 100)
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local fillColor = ColorRGBA.new(0, 0, 0, 191)
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self:drawBackground(strokeColor, fillColor)
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self:drawOutline(3, ColorRGBA.WHITE)
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self:drawBackground(fillColor)
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self:drawOutline(3, strokeColor)
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self:drawRadarMesh()
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self:drawRadialTicks()
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self:drawRadialTicks(strokeColor)
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self:drawAttributes()
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local pos = Point2D.new(self.pos:coords())
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