dhewm3/neo/ui/DeviceContext.h
Daniel Gibson 565d3e3fc1 Make CstDoom3 anchored GUIs work with dhewm3's menu scale fix
In idWindow::Redraw(), I had to make sure the menu scale fix (which,
if enabled for a window, renders that in 4:3 with empty or black bars
on the side if needed for widescreen etc, instead of stretching it)
is disabled if a window uses CST anchors, because the CST anchor code
also adjusts for the display aspect ratio and if we do both, things get
distorted in the other way.

The biggest change is that idDeviceContext::DrawStretchPic(Rotated) now
has code to adjust the coordinates for both CST and the menu scale fix,
so idDeviceContext::AdjustCoords() is mostly obsolete - it's only still
used by idRenderWindow.
Unlike DstDoom3 now that extra adjustCoords argument to those Draw
functions indicates that any coordinate adjustment should be done, so
if it's set by a caller, it's set to true.

I removed idDeviceContext::AdjustCursorCoords() because it was only used
in one place anyway
2025-01-21 03:04:18 +01:00

214 lines
7.1 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __DEVICECONTEXT_H__
#define __DEVICECONTEXT_H__
// device context support for gui stuff
//
#include "renderer/Material.h"
#include "renderer/RenderSystem.h"
#include "ui/Rectangle.h"
const int VIRTUAL_WIDTH = 640;
const int VIRTUAL_HEIGHT = 480;
const int BLINK_DIVISOR = 200;
class idDeviceContext {
public:
idDeviceContext();
~idDeviceContext() { }
void Init();
void Shutdown();
bool Initialized() { return initialized; }
void EnableLocalization();
void GetTransformInfo(idVec3& origin, idMat3& mat );
void SetTransformInfo(const idVec3 &origin, const idMat3 &mat);
void DrawMaterial(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0);
void DrawRect(float x, float y, float width, float height, float size, const idVec4 &color);
void DrawFilledRect(float x, float y, float width, float height, const idVec4 &color);
int DrawText(const char *text, float textScale, int textAlign, idVec4 color, idRectangle rectDraw, bool wrap, int cursor = -1, bool calcOnly = false, idList<int> *breaks = NULL, int limit = 0 );
void DrawMaterialRect( float x, float y, float w, float h, float size, const idMaterial *mat, const idVec4 &color);
// fva/DG: added adjustCoords argument for CstDoom3 anchored GUIs and our old scale-menus-to-4:3-fix
void DrawStretchPic(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat, bool adjustCoords = false);
void DrawMaterialRotated(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0, float angle = 0.0f);
// fva/DG: added adjustCoords argument for CstDoom3 anchored GUIs and our old scale-menus-to-4:3-fix
void DrawStretchPicRotated(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat, float angle = 0.0f, bool adjustCoords = false);
int CharWidth( const char c, float scale );
int TextWidth(const char *text, float scale, int limit);
int TextHeight(const char *text, float scale, int limit);
int MaxCharHeight(float scale);
int MaxCharWidth(float scale);
int FindFont( const char *name );
void SetupFonts();
idRegion *GetTextRegion(const char *text, float textScale, idRectangle rectDraw, float xStart, float yStart);
void SetSize(float width, float height);
//#modified-fva; BEGIN
void CstSetSize(int anchor, int anchorTo, float factor);
//#modified-fva; END
const idMaterial *GetScrollBarImage(int index);
void DrawCursor(float *x, float *y, float size);
void SetCursor(int n);
// DG: Note: not sure if AdjustCoords() works entirely as it should, but it seems
// good enough for the idRenderWindow with the mars globe in the main menu
void AdjustCoords(float *x, float *y, float *w, float *h);
bool ClippedCoords(float *x, float *y, float *w, float *h);
bool ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2);
void PushClipRect(float x, float y, float w, float h);
void PushClipRect(idRectangle r);
void PopClipRect();
void EnableClipping(bool b) { enableClipping = b; };
void SetFont( int num );
void SetOverStrike(bool b) { overStrikeMode = b; }
bool GetOverStrike() { return overStrikeMode; }
void DrawEditCursor(float x, float y, float scale);
// DG: this is used for the "make sure menus are rendered as 4:3" hack
void SetMenuScaleFix(bool enable);
bool IsMenuScaleFixActive() const {
return fixOffsetForMenu.x != 0.0f || fixOffsetForMenu.y != 0.0f;
}
enum {
CURSOR_ARROW,
CURSOR_HAND,
CURSOR_COUNT
};
enum {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT
};
enum {
SCROLLBAR_HBACK,
SCROLLBAR_VBACK,
SCROLLBAR_THUMB,
SCROLLBAR_RIGHT,
SCROLLBAR_LEFT,
SCROLLBAR_UP,
SCROLLBAR_DOWN,
SCROLLBAR_COUNT
};
//#modified-fva; BEGIN
enum {
CST_ANCHOR_NONE = -1,
CST_ANCHOR_TOP_LEFT,
CST_ANCHOR_TOP_CENTER,
CST_ANCHOR_TOP_RIGHT,
CST_ANCHOR_CENTER_LEFT,
CST_ANCHOR_CENTER_CENTER,
CST_ANCHOR_CENTER_RIGHT,
CST_ANCHOR_BOTTOM_LEFT,
CST_ANCHOR_BOTTOM_CENTER,
CST_ANCHOR_BOTTOM_RIGHT,
CST_ANCHOR_TOP,
CST_ANCHOR_VCENTER,
CST_ANCHOR_BOTTOM,
CST_ANCHOR_LEFT,
CST_ANCHOR_HCENTER,
CST_ANCHOR_RIGHT
};
//#modified-fva; END
static idVec4 colorPurple;
static idVec4 colorOrange;
static idVec4 colorYellow;
static idVec4 colorGreen;
static idVec4 colorBlue;
static idVec4 colorRed;
static idVec4 colorWhite;
static idVec4 colorBlack;
static idVec4 colorNone;
private:
int DrawText(float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor = -1);
void PaintChar(float x,float y,float width,float height,float scale,float s,float t,float s2,float t2,const idMaterial *hShader);
void SetFontByScale( float scale );
void Clear( void );
const idMaterial *cursorImages[CURSOR_COUNT];
const idMaterial *scrollBarImages[SCROLLBAR_COUNT];
const idMaterial *whiteImage;
fontInfoEx_t *activeFont;
fontInfo_t *useFont;
idStr fontName;
float xScale;
float yScale;
//#modified-fva; BEGIN
float cst_xOffset;
float cst_yOffset;
bool cstAdjustCoords;
//#modified-fva; END
float vidHeight;
float vidWidth;
int cursor;
idList<idRectangle> clipRects;
static idList<fontInfoEx_t> fonts;
idStr fontLang;
bool enableClipping;
bool overStrikeMode;
idMat3 mat;
idVec3 origin;
bool initialized;
bool mbcs;
// DG: this is used for the "make sure menus are rendered as 4:3" hack
idVec2 fixScaleForMenu;
idVec2 fixOffsetForMenu;
};
#endif /* !__DEVICECONTEXT_H__ */