Changed: Add next weather tooltip to ingame map
--HG-- branch : develop
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4 changed files with 24 additions and 1 deletions
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@ -194,6 +194,7 @@
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<view type="text" id="time" x="12" y="0" posparent="center" posref="MR ML" color="255 255 255 255" fontsize="12" shadow="true" hardtext="" />
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<view type="text" id="time" x="12" y="0" posparent="center" posref="MR ML" color="255 255 255 255" fontsize="12" shadow="true" hardtext="" />
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<view type="text" id="weather" x="8" y="-16" posref="TL TL" color="255 255 255 255" fontsize="12" shadow="true" hardtext="" />
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<view type="text" id="weather" x="8" y="-16" posref="TL TL" color="255 255 255 255" fontsize="12" shadow="true" hardtext="" />
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<ctrl type="tooltip" id="weather_tt" posparent="weather" sizeref="wh" w="0" h="0" tooltip="" tooltip_parent="ctrl" tooltip_posref="BL TL" />
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<instance template="box_widget" id="back" posref="TL TL" sizeref="wh" w="-2" h="-32" x="1" y="-32" render_layer="0" />
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<instance template="box_widget" id="back" posref="TL TL" sizeref="wh" w="-2" h="-32" x="1" y="-32" render_layer="0" />
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@ -1504,6 +1504,15 @@ void CInterfaceManager::updateFrameEvents()
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if (pVT != NULL)
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if (pVT != NULL)
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pVT->setText(str);
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pVT->setText(str);
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CCtrlBase *pTooltip= dynamic_cast<CCtrlBase*>(CWidgetManager::getInstance()->getElementFromId("ui:interface:map:content:map_content:weather_tt"));
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if (pTooltip != NULL)
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{
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ucstring tt = toString("%02d", WeatherManager.getNextWeatherHour()) + CI18N::get("uiMissionTimerHour") +
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" - " + CI18N::get("uiHumidity") + " " +
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toString("%d", (uint)(roundWeatherValue(WeatherManager.getNextWeatherValue()) * 100.f)) + "%";
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pTooltip->setDefaultContextHelp(tt);
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}
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// The date feature is temporarily disabled
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// The date feature is temporarily disabled
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str.clear();
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str.clear();
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@ -144,6 +144,13 @@ void CWeatherManagerClient::update(uint64 day, float hour, const CWeatherContext
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// get the weather value for the current date
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// get the weather value for the current date
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nlassert(wc.WFP);
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nlassert(wc.WFP);
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float weatherValue = ::getBlendedWeather(day, hour, *(wc.WFP), wc.WF);
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float weatherValue = ::getBlendedWeather(day, hour, *(wc.WFP), wc.WF);
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// calculate next weather cycle and ingame hour for it
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uint64 cycle = ((day * wc.WFP->DayLength) + (uint) hour) / wc.WFP->CycleLength;
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uint64 cycleDay = ((cycle + 1) * wc.WFP->CycleLength) / wc.WFP->DayLength;
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_NextWeatherHour = ((cycle + 1) * wc.WFP->CycleLength) % wc.WFP->DayLength;
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_NextWeatherValue = ::getBlendedWeather(cycleDay, _NextWeatherHour, *(wc.WFP), wc.WF);
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// build current weather state
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// build current weather state
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EGSPD::CSeason::TSeason season = CRyzomTime::getSeasonByDay((uint32)day);
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EGSPD::CSeason::TSeason season = CRyzomTime::getSeasonByDay((uint32)day);
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//
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//
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@ -76,6 +76,10 @@ public:
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void update(uint64 day, float hour, const CWeatherContext &wc, const NLMISC::CMatrix &camMat, const class CContinent &continent);
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void update(uint64 day, float hour, const CWeatherContext &wc, const NLMISC::CMatrix &camMat, const class CContinent &continent);
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/// Get the current weather value. Updated after each call to 'update'
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/// Get the current weather value. Updated after each call to 'update'
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float getWeatherValue() const { return _WeatherValue; }
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float getWeatherValue() const { return _WeatherValue; }
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/// Get the weather value for next cycle
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float getNextWeatherValue() const { return _NextWeatherValue; }
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/// Get the hour for next weather cycle
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uint32 getNextWeatherHour() const { return _NextWeatherHour; }
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/** Does the same than 'update', but let the user choose the weather value. The weather value ranges from 0 to 1.
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/** Does the same than 'update', but let the user choose the weather value. The weather value ranges from 0 to 1.
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* The day and hour are needed only to manage phenomena like thunder (need a clock to know when there are thunder strikes)
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* The day and hour are needed only to manage phenomena like thunder (need a clock to know when there are thunder strikes)
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* Small update, only to update current weather state
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* Small update, only to update current weather state
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@ -123,6 +127,8 @@ private:
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float _LastEvalHour;
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float _LastEvalHour;
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uint64 _LastEvalDay;
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uint64 _LastEvalDay;
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float _LocalPrecipitationFactor;
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float _LocalPrecipitationFactor;
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uint32 _NextWeatherHour;
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float _NextWeatherValue;
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private:
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private:
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void initPrecipitationFXs();
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void initPrecipitationFXs();
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void setupFXs(const NLMISC::CMatrix &camMat, NLPACS::UGlobalRetriever *gr, const class CContinent &continent);
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void setupFXs(const NLMISC::CMatrix &camMat, NLPACS::UGlobalRetriever *gr, const class CContinent &continent);
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