mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-27 06:32:27 +00:00
e41bf2b147
So stuff doesn't look so distorted in widescreen resolutions. Implies that there are black bars on the left/right then.. Can be disabled with "r_scaleMenusTo43 0" Does *not* affect the HUD (incl. crosshair) - scaling it automagically would be very hard (or impossible), because it doesn't only render the crosshair, healthpoints etc, but also fullscreen effects like the screen turning red when the player is hit - and fullscreen effects would look very shitty if they didn't cover the whole screen but had "empty" bars on left/right. (Mostly) fixes #188 and #189
181 lines
6.1 KiB
C++
181 lines
6.1 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __DEVICECONTEXT_H__
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#define __DEVICECONTEXT_H__
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// device context support for gui stuff
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//
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#include "renderer/Material.h"
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#include "renderer/RenderSystem.h"
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#include "ui/Rectangle.h"
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const int VIRTUAL_WIDTH = 640;
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const int VIRTUAL_HEIGHT = 480;
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const int BLINK_DIVISOR = 200;
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class idDeviceContext {
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public:
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idDeviceContext();
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~idDeviceContext() { }
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void Init();
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void Shutdown();
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bool Initialized() { return initialized; }
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void EnableLocalization();
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void GetTransformInfo(idVec3& origin, idMat3& mat );
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void SetTransformInfo(const idVec3 &origin, const idMat3 &mat);
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void DrawMaterial(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0);
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void DrawRect(float x, float y, float width, float height, float size, const idVec4 &color);
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void DrawFilledRect(float x, float y, float width, float height, const idVec4 &color);
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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 );
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void DrawMaterialRect( float x, float y, float w, float h, float size, const idMaterial *mat, const idVec4 &color);
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void DrawStretchPic(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat);
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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);
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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);
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int CharWidth( const char c, float scale );
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int TextWidth(const char *text, float scale, int limit);
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int TextHeight(const char *text, float scale, int limit);
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int MaxCharHeight(float scale);
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int MaxCharWidth(float scale);
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int FindFont( const char *name );
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void SetupFonts();
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idRegion *GetTextRegion(const char *text, float textScale, idRectangle rectDraw, float xStart, float yStart);
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void SetSize(float width, float height);
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const idMaterial *GetScrollBarImage(int index);
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void DrawCursor(float *x, float *y, float size);
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void SetCursor(int n);
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void AdjustCoords(float *x, float *y, float *w, float *h);
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void AdjustCursorCoords(float *x, float *y, float *w, float *h); // DG: added for "render menus as 4:3" hack
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bool ClippedCoords(float *x, float *y, float *w, float *h);
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bool ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2);
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void PushClipRect(float x, float y, float w, float h);
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void PushClipRect(idRectangle r);
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void PopClipRect();
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void EnableClipping(bool b) { enableClipping = b; };
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void SetFont( int num );
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void SetOverStrike(bool b) { overStrikeMode = b; }
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bool GetOverStrike() { return overStrikeMode; }
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void DrawEditCursor(float x, float y, float scale);
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// DG: this is used for the "make sure menus are rendered as 4:3" hack
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void SetMenuScaleFix(bool enable);
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bool IsMenuScaleFixActive() const {
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return fixOffsetForMenu.x != 0.0f || fixOffsetForMenu.y != 0.0f;
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}
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enum {
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CURSOR_ARROW,
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CURSOR_HAND,
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CURSOR_COUNT
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};
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enum {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT
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};
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enum {
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SCROLLBAR_HBACK,
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SCROLLBAR_VBACK,
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SCROLLBAR_THUMB,
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SCROLLBAR_RIGHT,
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SCROLLBAR_LEFT,
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SCROLLBAR_UP,
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SCROLLBAR_DOWN,
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SCROLLBAR_COUNT
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};
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static idVec4 colorPurple;
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static idVec4 colorOrange;
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static idVec4 colorYellow;
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static idVec4 colorGreen;
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static idVec4 colorBlue;
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static idVec4 colorRed;
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static idVec4 colorWhite;
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static idVec4 colorBlack;
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static idVec4 colorNone;
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private:
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int DrawText(float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor = -1);
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void PaintChar(float x,float y,float width,float height,float scale,float s,float t,float s2,float t2,const idMaterial *hShader);
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void SetFontByScale( float scale );
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void Clear( void );
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const idMaterial *cursorImages[CURSOR_COUNT];
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const idMaterial *scrollBarImages[SCROLLBAR_COUNT];
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const idMaterial *whiteImage;
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fontInfoEx_t *activeFont;
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fontInfo_t *useFont;
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idStr fontName;
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float xScale;
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float yScale;
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float vidHeight;
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float vidWidth;
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int cursor;
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idList<idRectangle> clipRects;
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static idList<fontInfoEx_t> fonts;
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idStr fontLang;
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bool enableClipping;
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bool overStrikeMode;
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idMat3 mat;
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idVec3 origin;
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bool initialized;
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bool mbcs;
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// DG: this is used for the "make sure menus are rendered as 4:3" hack
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idVec2 fixScaleForMenu;
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idVec2 fixOffsetForMenu;
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};
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#endif /* !__DEVICECONTEXT_H__ */
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