//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: UIUtil.cpp $ // $Date: 2002/05/23 04:03:05 $ // //------------------------------------------------------------------------------- // $Log: UIUtil.cpp,v $ // Revision 1.8 2002/05/23 04:03:05 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #include "ui/UIUtil.h" #include "ui/UITags.h" #include "VGUI_Label.h" #include "cl_dll/hud.h" #include "cl_dll/cl_util.h" void UIDrawVariableBarSpriteHoles(AVHHSPRITE inSprite, int inX, int inY, float inPercentage, float inGammaSlope, bool inTrueHolesFalseAdditive, float inSecondaryPercentage) { // Assumes that frame 0 is the empty sprite, frame 1 is full sprite const int kEmptyFrame = 0; const int kFullFrame = 1; int theSpriteWidth = SPR_Width(inSprite, kFullFrame); int theSpriteHeight = SPR_Height(inSprite, kFullFrame); int theColorComponent = 255/*/inGammaSlope*/; // Draw empty sprite SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent); if(inTrueHolesFalseAdditive) { SPR_DrawHoles(kEmptyFrame, inX, inY, NULL); } else { SPR_DrawAdditive(kEmptyFrame, inX, inY, NULL); } // Draw secondary level if specified, at half brightness int theFilledHeight = theSpriteHeight*inPercentage; if(inSecondaryPercentage != -1) { theFilledHeight = theSpriteHeight*inSecondaryPercentage; int theSecondaryColorComponent = .5f*theColorComponent; SPR_EnableScissor(inX, inY + (theSpriteHeight - theFilledHeight), theSpriteWidth, theFilledHeight); SPR_Set(inSprite, theSecondaryColorComponent, theSecondaryColorComponent, theSecondaryColorComponent); if(inTrueHolesFalseAdditive) { SPR_DrawHoles(kFullFrame, inX, inY, NULL); } else { SPR_DrawAdditive(kFullFrame, inX, inY, NULL); } SPR_DisableScissor(); } theFilledHeight = theSpriteHeight*inPercentage; // Draw partially full sprite // Enable scissor so it's not all drawn SPR_EnableScissor(inX, inY + (theSpriteHeight - theFilledHeight), theSpriteWidth, theFilledHeight); SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent); if(inTrueHolesFalseAdditive) { SPR_DrawHoles(kFullFrame, inX, inY, NULL); } else { SPR_DrawAdditive(kFullFrame, inX, inY, NULL); } SPR_DisableScissor(); } void UIGetPosition(const TRDescription& inDesc, float& outXPos, float& outYPos, int& outWidth, int& outHeight) { outXPos = UIDefaultXPos; outYPos = UIDefaultYPos; outWidth = UIDefaultWidth; outHeight = UIDefaultHeight; // Get normalized xpos if specified. Don't care if they aren't specified, it will just fail and not change the default. inDesc.GetTagValue(UITagXPos, outXPos); inDesc.GetTagValue(UITagYPos, outYPos); inDesc.GetTagValue(UITagWidth, outWidth); inDesc.GetTagValue(UITagHeight, outHeight); } void UIStringToAlignment(const string& inString, int outAlignment) { if(inString == "northwest") { outAlignment = vgui::Label::a_northwest; } else if(inString == "north") { outAlignment = vgui::Label::a_north; } else if(inString == "northeast") { outAlignment = vgui::Label::a_northeast; } else if(inString == "west") { outAlignment = vgui::Label::a_west; } else if(inString == "center") { outAlignment = vgui::Label::a_center; } else if(inString == "east") { outAlignment = vgui::Label::a_east; } else if(inString == "southwest") { outAlignment = vgui::Label::a_southwest; } else if(inString == "south") { outAlignment = vgui::Label::a_southeast; } else { // Default is centered outAlignment = UIDefaultAlignment; } } void UIStringToColor(const string& inString, vgui::Color& outColor) { // Set default rgba in case the string is totally bogus (default is opaque white) int r = 255; int g = 255; int b = 255; int a = 255; int theColor = 0; // Get rgba values from inString if(sscanf(inString.c_str(), "%x", &theColor) == 1) { r = (theColor >> 24) & 0xFF; g = (theColor >> 16) & 0xFF; b = (theColor >> 8) & 0xFF; a = (theColor >> 0) & 0xFF; } // Set it to the read in values or the default if we couldn't read it outColor.setColor(r, g, b, a); } char UIKeyCodeToChar(vgui::KeyCode inKeyCode) { static char theLookup[57] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '\\', '*', '-', '+', '\n', '.', '[', ']', ';', '\'', '\\', }; int theOffset = (int)(inKeyCode); ASSERT(theOffset >= 0); ASSERT(theOffset < 57); char theReturnChar = theLookup[theOffset]; return theReturnChar; } string UINameToSprite(const string& inName, int inScreenWidth, bool inNoRes) { string theSpriteName; // Add 640/320 also string thePrefix; if(!inNoRes) { thePrefix = "640"; if(inScreenWidth < 640) { thePrefix = "320"; } } theSpriteName = "sprites/" + thePrefix; theSpriteName += inName; theSpriteName += ".spr"; return theSpriteName; } vgui::Color UIBlendColor(const vgui::Color& inBaseColor, const vgui::Color& inDestColor, float inParametricPercentage) { ASSERT(inParametricPercentage >= 0.0f); ASSERT(inParametricPercentage <= 1.0f); vgui::Color theBaseColor = inBaseColor; vgui::Color theDestColor = inDestColor; int theBaseR, theBaseG, theBaseB, theBaseA; theBaseColor.getColor(theBaseR, theBaseG, theBaseB, theBaseA); int theDestR, theDestG, theDestB, theDestA; theDestColor.getColor(theDestR, theDestG, theDestB, theDestA); int theOutR = theBaseR + (theDestR - theBaseR)*inParametricPercentage; int theOutG = theBaseG + (theDestG - theBaseG)*inParametricPercentage; int theOutB = theBaseB + (theDestB - theBaseB)*inParametricPercentage; int theOutA = theBaseA + (theDestA - theBaseA)*inParametricPercentage; vgui::Color theBlendedColor; theBlendedColor.setColor(theOutR, theOutG, theOutB, theOutA); return theBlendedColor; } int vguiRound(float inFloat) { return (int)(inFloat + .5f); } int vguiAbs(int inNum) { return (inNum > -inNum ? inNum : -inNum); } void vguiSimpleLine(int x0, int y0, int x1, int y1, int r, int g, int b, int a) { //public void lineImproved(int x0, int y0, int x1, int y1, Color color) //{ //int pix = color.getRGB(); int dx = x1 - x0; int dy = y1 - y0; //raster.setPixel(pix, x0, y0); FillRGBA(x0, y0, 1, 1, r, g, b, a); //if (Math.abs(dx) > Math.abs(dy)) { // slope < 1 if(vguiAbs(dx) > vguiAbs(dy)) { float m = (float) dy / (float) dx; // compute slope float b = y0 - m*x0; dx = (dx < 0) ? -1 : 1; while (x0 != x1) { x0 += dx; //raster.setPixel(pix, x0, Math.round(m*x0 + b)); FillRGBA(x0, vguiRound(m*x0 + b), 1, 1, r, g, b, a); } } else if (dy != 0) { // slope >= 1 float m = (float) dx / (float) dy; // compute slope float b = x0 - m*y0; dy = (dy < 0) ? -1 : 1; while (y0 != y1) { y0 += dy; //raster.setPixel(pix, Math.round(m*y0 + b), y0); FillRGBA(vguiRound(m*y0 + b), y0, 1, 1, r, g, b, a); } } //} } void vguiSimpleBox(int x0, int y0, int x1, int y1, int r, int g, int b, int a) { // Draw lines around edges of box, don't duplicate corner pixels though, looks weird where additive // Top vguiSimpleLine(x0, y0, x1, y0, r, g, b, a); // Left vguiSimpleLine(x0, y0+1, x0, y1, r, g, b, a); // Right vguiSimpleLine(x1, y0+1, x1, y1, r, g, b, a); // Bottom vguiSimpleLine(x0+1, y1, x1, y1, r, g, b, a); } //int trunc(float inX) //{ // return 0; // //return integer part of x //} // //float frac(float inX) //{ // return 0.0f; // //return fractional part of x //} // //float invfrac(inX) //{ // return 0.0f; // //return 1 - (fractional part of x) //} // // //void vguiWuLine(int x1, int y1, int x2, int y2) //{ // // variable declerations: // int variables: // grad, xd, yd, length,xm,ym // xgap, ygap, xend, yend, xf, yf // brigheness1, brigheness2 // // integer variables: // x, y, ix1, ix2, iy1, iy2 // // byte variables: // c1,c2 // // code starts here: // // Width and Height of the line // xd = (x2-x1) // yd = (y2-y1) // // // if abs(xd) > abs(yd) then check line gradient // horizontal(ish) lines // // // if x1 > x2 then if line is back to front // swap x1 and x2 then swap it round // swap y1 and y2 // xd = (x2-x1) and recalc xd & yd // yd = (y2-y1) // end if // // grad = yd/xd gradient of the line // // // End Point 1 // ----------- // // xend = trunc(x1+.5) find nearest integer X-coordinate // yend = y1 + grad*(xend-x1) and corresponding Y value // // xgap = invfrac(x1+.5) distance i // // ix1 = int(xend) calc screen coordinates // iy1 = int(yend) // // brightness1 = invfrac(yend) * xgap calc the intensity of the other // brightness2 = frac(yend) * xgap end point pixel pair. // // c1 = byte(brightness1 * MaxPixelValue) calc pixel values // c2 = byte(brightness2 * MaxPixelValue) // // DrawPixel(ix1,iy1), c1 draw the pair of pixels // DrawPixel(ix1,iy1+1), c2 // // yf = yend+grad calc first Y-intersection for // main loop // // End Point 2 // ----------- // // xend = trunc(x2+.5) find nearest integer X-coordinate // yend = y2 + grad*(xend-x2) and corresponding Y value // // xgap = invfrac(x2-.5) distance i // // ix2 = int(xend) calc screen coordinates // iy2 = int(yend) // // brightness1 = invfrac(yend) * xgap calc the intensity of the first // brightness2 = frac(yend) * xgap end point pixel pair. // // c1 = byte(brightness1 * MaxPixelValue) calc pixel values // c2 = byte(brightness2 * MaxPixelValue) // // DrawPixel(ix2,iy2), c1 draw the pair of pixels // DrawPixel(ix2,iy2+1), c2 // // // // MAIN LOOP // --------- // // Loop x from (ix1+1) to (ix2-1) main loop // // brightness1 = invfrac(yf) calc pixel brightnesses // brightness2 = frac(yf) // // c1 = byte(brightness1 * MaxPixelValue) calc pixel values // c2 = byte(brightness2 * MaxPixelValue) // // DrawPixel(x,int(yf)), c1 draw the pair of pixels // DrawPixel(x,int(yf)+1), c2 // // yf = yf + grad update the y-coordinate // // end of x loop end of loop // // else // vertical(ish) lines // // handle the vertical(ish) lines in the // same way as the horizontal(ish) ones // but swap the roles of X and Y // end if //// end of procedure //} //void vguiDrawLine(int x0, int y0, int x1, int y1, vgui::Color inDrawColor) { // int dx, dy, temp; // // // First clip input points to ICanvas // if(x0 < 0) { // x0 = 0; // } // if(x1 < 0) { // x1 = 0; // } // if(x0 >= width) { // x0 = width - 1; // } // if(x1 >= width) { // x1 = width - 1; // } // if(y0 < 0) { // y0 = 0; // } // if(y1 < 0) { // y1 = 0; // } // if(y0 >= height) { // y0 = height - 1; // } // if(y1 >= height) { // y1 = height - 1; // } // // dx = x1-x0; // dy = y1-y0; // // if(y0 == y1) { // Special case horizontal lines! // if(dx < 0) { // dx = -dx; // Change to dx = -dx; // x0 = x1; // } // // Call asm_drawHorizontalLine // drawHorizontalLine(x0, y0, dx, inDrawColor); // return; // } // // if(x0 == x1) { // if(dy < 0) { // dy = -dy; // y0 = y1; // } // // Call asm_drawVerticalLine // drawVerticalLine(x0, y0, dy, inDrawColor); // return; // } // // bufferDest = (unsigned long)(buffer + y0*width + x0); // if(fabs(dx) > fabs(dy)) { // // We're going to call octant0 // oldYFract = (float)((float)(y1 - y0)/(float)fabs(x1 - x0)); // bufferWidth = width; // if(oldYFract < 0) { // oldYFract = -oldYFract; // Probably not needed cause sign bit shifted out // bufferWidth = -width; // } // oldYFract++; // if(x0 < x1) { // drawDirection = 1; // } else { // drawDirection = -1; // } // if(fabs(dx) != 0) { // octant0(fabs(dx)); // } // } else { // // We're going to call octant1 // oldXFract = (float)((float)(x1 - x0)/(float)fabs((y1 - y0))); // oldXFract++; // drawDirection = 1; // if(oldXFract < 0) { // oldXFract = -oldXFract; // drawDirection = -1; // } // if(y0 < y1) { // bufferWidth = width; // } else { // bufferWidth = -width; // } // if(fabs(dy) != 0) { // octant1(fabs(dy)); // } // } //} //void vguiOctant0(int inBufferDest, int inDeltaX, vgui::Color inDrawColor) //{ // asm_octant0_ PROC NEAR // ; Set up destination // mov edi,[_bufferDest] // mov bl,[_drawColor] // // ; Set up fractional error // mov eax,[_oldYFract] // shl eax,9 // xor ax,ax // mov [_yFract],eax //; xor eax,eax // xor edx,edx // //NOTDONEOCTANT0: // mov [edi],bl // ;inc edi // add edi,[_drawDirection] // // ; Now just figure out whether we go to the next line or not // add edx,[_yFract] // jnc DONTADDOCTANT0 // add edi,[_bufferWidth] //DONTADDOCTANT0: // sub ecx,1 // jnz NOTDONEOCTANT0 // ret //}