fteqw/plugins/hud/ui_sbar.c

1315 lines
26 KiB
C

#include "../plugin.h"
#define DEFAULTHUDNAME "ftehud.hud"
#define MAX_ELEMENTS 128
int K_UPARROW;
int K_DOWNARROW;
int K_LEFTARROW;
int K_RIGHTARROW;
int K_ESCAPE;
int K_MOUSE1;
int K_HOME;
int K_SHIFT;
#define MAX_CL_STATS 32
#define STAT_HEALTH 0
#define STAT_WEAPON 2
#define STAT_AMMO 3
#define STAT_ARMOR 4
#define STAT_WEAPONFRAME 5
#define STAT_SHELLS 6
#define STAT_NAILS 7
#define STAT_ROCKETS 8
#define STAT_CELLS 9
#define STAT_ACTIVEWEAPON 10
#define STAT_TOTALSECRETS 11
#define STAT_TOTALMONSTERS 12
#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
#define STAT_MONSTERS 14 // bumped by svc_killedmonster
#define STAT_ITEMS 15
//some engines can use more.
//any mod specific ones should be 31 and downwards rather than upwards.
#define IT_GUN1 (1<<0)
#define IT_GUN2 (1<<1) //the code assumes these are linear.
#define IT_GUN3 (1<<2) //be careful with strange mods.
#define IT_GUN4 (1<<3)
#define IT_GUN5 (1<<4)
#define IT_GUN6 (1<<5)
#define IT_GUN7 (1<<6)
#define IT_GUN8 (1<<7) //quake doesn't normally use this.
#define IT_AMMO1 (1<<8)
#define IT_AMMO2 (1<<9)
#define IT_AMMO3 (1<<10)
#define IT_AMMO4 (1<<11)
#define IT_GUN0 (1<<12)
#define IT_ARMOR1 (1<<13)
#define IT_ARMOR2 (1<<14)
#define IT_ARMOR3 (1<<15)
#define IT_SUPERHEALTH (1<<16)
#define IT_PUP1 (1<<17)
#define IT_PUP2 (1<<18)
#define IT_PUP3 (1<<19)
#define IT_PUP4 (1<<20)
#define IT_PUP5 (1<<21)
#define IT_PUP6 (1<<22)
#define IT_RUNE1 (1<<23)
#define IT_RUNE2 (1<<24)
#define IT_RUNE3 (1<<25)
#define IT_RUNE4 (1<<26)
//these are linear and treated the same
#define numpups 6
//the names of the cvars, as they will appear on the console
#define UI_NOSBAR "ui_defaultsbar"
#define UI_NOIBAR "ui_noibar"
#define UI_NOFLASH "ui_nosbarflash"
static char *weaponabbreviation[] = { //the postfix for the weapon anims
"shotgun",
"sshotgun",
"nailgun",
"snailgun",
"rlaunch", //grenades actually.
"srlaunch",
"lightng"
};
#define numweaps (sizeof(weaponabbreviation) / sizeof(char *))
static char *pupabbr[] = { //the postfix for the powerup anims
"key1",
"key2",
"invis",
"invul",
"suit",
"quad"
};
static char *pupabbr2[] = { //the postfix for the powerup anims
"key1",
"key2",
"invis",
"invuln",
"suit",
"quad"
};
//0 = owned, 1 selected, 2-7 flashing
static qhandle_t con_chars;
static qhandle_t pic_weapon[8][numweaps];
static qhandle_t sbarback, ibarback;
//0 = owned, 1-6 flashing
static qhandle_t pic_pup[7][numpups];
static qhandle_t pic_armour[3];
static qhandle_t pic_ammo[4];
static qhandle_t pic_rune[4];
static qhandle_t pic_num[13];
static qhandle_t pic_anum[11];
//faces
static qhandle_t pic_face[5];
static qhandle_t pic_facep[5];
static qhandle_t pic_facequad;
static qhandle_t pic_faceinvis;
static qhandle_t pic_faceinvisinvuln;
static qhandle_t pic_faceinvuln;
static qhandle_t pic_faceinvulnquad;
static int currenttime;
static int gotweapontime[numweaps];
static int gotpuptime[numpups];
float sbarminx;
float sbarminy;
float sbarscalex;
float sbarscaley;
float sbaralpha;
int sbartype;
static int hudedit;
enum {
DZ_BOTTOMLEFT,
DZ_BOTTOMRIGHT
};
typedef void drawelementfnc_t(void);
typedef struct {
float defaultx; //used if couldn't load a config
float defaulty;
int defaultzone;
float defaultalpha;
drawelementfnc_t *DrawElement;
int subtype;
} huddefaultelement_t;
drawelementfnc_t Hud_SBar;
drawelementfnc_t Hud_StatSmall;
drawelementfnc_t Hud_StatBig;
drawelementfnc_t Hud_ArmourPic;
drawelementfnc_t Hud_HealthPic;
drawelementfnc_t Hud_CurrentAmmoPic;
drawelementfnc_t Hud_IBar;
drawelementfnc_t Hud_Weapon;
drawelementfnc_t Hud_W_Lightning;
drawelementfnc_t Hud_Powerup;
drawelementfnc_t Hud_Rune;
drawelementfnc_t Hud_Ammo;
drawelementfnc_t Hud_ScoreCard;
drawelementfnc_t Hud_Blackness;
// TODO: more elements
// - generalized graphic elements
// - cvar controlled small and big numbers
// - alias controlled graphic elements (both +/-showscores like and alias calling?)
// - Q2-style current weapon icon
int statsremap[] =
{
STAT_HEALTH,
STAT_ARMOR,
STAT_AMMO,
STAT_SHELLS,
STAT_NAILS,
STAT_ROCKETS,
STAT_NAILS
};
typedef struct {
drawelementfnc_t *draw;
char *name;
int width, height;
int maxsubtype;
} drawelement_t;
drawelement_t drawelement[] =
{
{Hud_SBar, "Status bar", 320, 24, 0},
{Hud_StatSmall, "Stat (small)", 8*3, 8, 6}, // equal to sizeof(statsremap)/sizeof(statsremap[0])-1
{Hud_StatBig, "Stat (big)", 24*3, 24, 6}, // equal to sizeof(statsremap)/sizeof(statsremap[0])-1
{Hud_ArmourPic, "Armor pic", 24, 24, 0},
{Hud_HealthPic, "Health pic", 24, 24, 0},
{Hud_CurrentAmmoPic, "Ammo pic", 24, 24, 0},
{Hud_IBar, "Info bar", 320, 24, 0},
{Hud_Weapon, "Weapon pic", 24, 16, 0},
{Hud_W_Lightning, "Shaft pic", 24, 16, 0},
{Hud_Powerup, "Powerup pic", 16, 16, 5},
{Hud_Rune, "Rune pic", 8, 16, 3},
{Hud_Ammo, "Ammo display", 42, 11, 3},
{Hud_Blackness, "Blackness", 16, 16, 0},
{Hud_ScoreCard, "Scorecard", 0, 0, 16}
};
huddefaultelement_t hedefaulttype[] = {
{
0, -24, DZ_BOTTOMLEFT,
0.3f,
Hud_SBar
},
{
0, -24, DZ_BOTTOMLEFT,
1,
Hud_ArmourPic
},
{
24, -24, DZ_BOTTOMLEFT,
1,
Hud_StatBig,
1
},
{
112, -24, DZ_BOTTOMLEFT,
1,
Hud_HealthPic
},
{
24*6, -24, DZ_BOTTOMLEFT,
1,
Hud_StatBig,
0
},
{
224, -24, DZ_BOTTOMLEFT,
1,
Hud_CurrentAmmoPic
},
{
248, -24, DZ_BOTTOMLEFT,
1,
Hud_StatBig,
2
},
{
0, -48, DZ_BOTTOMLEFT,
0.3f,
Hud_IBar
},
{
0, -40, DZ_BOTTOMLEFT,
1,
Hud_Weapon,
0
},
{
24, -40, DZ_BOTTOMLEFT,
1,
Hud_Weapon,
1
},
{
48, -40, DZ_BOTTOMLEFT,
1,
Hud_Weapon,
2
},
{
72, -40, DZ_BOTTOMLEFT,
1,
Hud_Weapon,
3
},
{
96, -40, DZ_BOTTOMLEFT,
1,
Hud_Weapon,
4
},
{
120, -40, DZ_BOTTOMLEFT,
1,
Hud_Weapon,
5
},
{
146, -40, DZ_BOTTOMLEFT,
1,
Hud_W_Lightning
},
{
194, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Powerup,
0
},
{
208, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Powerup,
1
},
{
224, -40, DZ_BOTTOMLEFT,
1,
Hud_Powerup,
2
},
{
240, -40, DZ_BOTTOMLEFT,
1,
Hud_Powerup,
3
},
{
256, -40, DZ_BOTTOMLEFT,
1,
Hud_Powerup,
4
},
{
272, -40, DZ_BOTTOMLEFT,
1,
Hud_Powerup,
5
},
{
288, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Rune,
0
},
{
296, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Rune,
1
},
{
304, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Rune,
2
},
{
312, -40, DZ_BOTTOMLEFT,
0.3f,
Hud_Rune,
3
},
{
48*0+3, -48, DZ_BOTTOMLEFT,
1,
Hud_Ammo,
0
},
{
48*1+3, -48, DZ_BOTTOMLEFT,
1,
Hud_Ammo,
1
},
{
48*2+3, -48, DZ_BOTTOMLEFT,
1,
Hud_Ammo,
2
},
{
48*3+3, -48, DZ_BOTTOMLEFT,
1,
Hud_Ammo,
3
},
{
42*3, -48, DZ_BOTTOMLEFT,
1,
Hud_ScoreCard
}
};
typedef struct {
int type;
int subtype;
float x, y;
float scalex;
float scaley;
float alpha;
} hudelement_t;
hudelement_t element[MAX_ELEMENTS]; //look - Spike used a constant - that's a turn up for the books!
int numelements;
int currentitem;
int hoveritem;
qboolean mousedown, shiftdown;
float mouseofsx, mouseofsy;
void UI_DrawPic(qhandle_t pic, int x, int y, int width, int height)
{
Draw_Image((float)x*sbarscalex+sbarminx, (float)y*sbarscaley+sbarminy, (float)width*sbarscalex, (float)height*sbarscaley, 0, 0, 1, 1, pic);
}
void UI_DrawChar(unsigned int c, int x, int y)
{
static float size = 1.0f/16.0f;
float s1 = size * (c&15);
float t1 = size * (c>>4);
Draw_Image((float)x*sbarscalex+sbarminx, (float)y*sbarscaley+sbarminy, 8*sbarscalex, 8*sbarscaley, s1, t1, s1+size, t1+size, con_chars);
}
void UI_DrawBigNumber(int num, int x, int y, qboolean red)
{
char *s;
int len;
s = va("%i", num);
len = strlen(s);
if (len < 3)
x += 24*(3-len);
else
s += len-3;
if (red)
{
while(*s)
{
if (*s == '-')
UI_DrawPic (pic_anum[10], x, y, 24, 24);
else
UI_DrawPic (pic_anum[*s-'0'], x, y, 24, 24);
s++;
x+=24;
}
}
else
{
while(*s)
{
if (*s == '-')
UI_DrawPic (pic_num[10], x, y, 24, 24);
else
UI_DrawPic (pic_num[*s-'0'], x, y, 24, 24);
s++;
x+=24;
}
}
}
void SBar_FlushAll(void)
{
numelements = 0;
}
static int idxforfunc(drawelementfnc_t *fnc)
{
int i;
for (i = 0; i < sizeof(drawelement)/sizeof(drawelement[0]); i++)
{
if (drawelement[i].draw == fnc)
return i;
}
return -10000; //try and crash
}
void SBar_ReloadDefaults(void)
{
int i;
for (i = 0; i < sizeof(hedefaulttype)/sizeof(hedefaulttype[0]); i++)
{
if (hedefaulttype[i].defaultalpha)
{
if (numelements >= MAX_ELEMENTS)
break;
element[numelements].type = idxforfunc(hedefaulttype[i].DrawElement);
element[numelements].alpha = hedefaulttype[i].defaultalpha;
element[numelements].scalex = 1;
element[numelements].scaley = 1;
element[numelements].subtype = hedefaulttype[i].subtype;
switch(hedefaulttype[i].defaultzone)
{
case DZ_BOTTOMLEFT:
element[numelements].x = hedefaulttype[i].defaultx;
element[numelements].y = 480+hedefaulttype[i].defaulty;
break;
case DZ_BOTTOMRIGHT:
element[numelements].x = 640+hedefaulttype[i].defaultx;
element[numelements].y = 480+hedefaulttype[i].defaulty;
break;
}
numelements++;
}
}
}
void UI_SbarInit(void)
{
int i;
int j;
//main bar (add cvars later)
ibarback = Draw_LoadImage("ibar", false);
sbarback = Draw_LoadImage("sbar", false);
con_chars = Draw_LoadImage("conchars", false);
//load images.
for (i = 0; i < 10; i++)
{
pic_num[i] = Draw_LoadImage(va("num_%i", i), false);
pic_anum[i] = Draw_LoadImage(va("anum_%i", i), false);
}
pic_num[10] = Draw_LoadImage("num_minus", false);
pic_anum[10] = Draw_LoadImage("anum_minus", false);
pic_num[11] = Draw_LoadImage("num_colon", false);
pic_num[12] = Draw_LoadImage("num_slash", false);
for (i = 0; i < numweaps; i++)
{
gotweapontime[i] = 0;
pic_weapon[0][i] = Draw_LoadImage(va("inv_%s", weaponabbreviation[i]), false);
pic_weapon[1][i] = Draw_LoadImage(va("inv2_%s", weaponabbreviation[i]), false);
for (j = 0; j < 5; j++)
{
pic_weapon[2+j][i] = Draw_LoadImage(va("inva%i_%s", j+1, weaponabbreviation[i]), false);
}
}
for (i = 0; i < numpups; i++)
{
gotpuptime[i] = 0;
pic_pup[0][i] = Draw_LoadImage(va("sb_%s", pupabbr2[i]), false);
for (j = 0; j < 5; j++)
{
pic_pup[1+j][i] = Draw_LoadImage(va("sba%i_%s", j+1, pupabbr[i]), false);
}
}
pic_armour[0] = Draw_LoadImage("sb_armor1", false);
pic_armour[1] = Draw_LoadImage("sb_armor2", false);
pic_armour[2] = Draw_LoadImage("sb_armor3", false);
pic_ammo[0] = Draw_LoadImage("sb_shells", false);
pic_ammo[1] = Draw_LoadImage("sb_nails", false);
pic_ammo[2] = Draw_LoadImage("sb_rocket", false);
pic_ammo[3] = Draw_LoadImage("sb_cells", false);
pic_rune[0] = Draw_LoadImage("sb_sigil1", false);
pic_rune[1] = Draw_LoadImage("sb_sigil2", false);
pic_rune[2] = Draw_LoadImage("sb_sigil3", false);
pic_rune[3] = Draw_LoadImage("sb_sigil4", false);
pic_face[0] = Draw_LoadImage("face1", false);
pic_face[1] = Draw_LoadImage("face2", false);
pic_face[2] = Draw_LoadImage("face3", false);
pic_face[3] = Draw_LoadImage("face4", false);
pic_face[4] = Draw_LoadImage("face5", false);
pic_facep[0] = Draw_LoadImage("face_p1", false);
pic_facep[1] = Draw_LoadImage("face_p2", false);
pic_facep[2] = Draw_LoadImage("face_p3", false);
pic_facep[3] = Draw_LoadImage("face_p4", false);
pic_facep[4] = Draw_LoadImage("face_p5", false);
pic_facequad = Draw_LoadImage("face_quad", false);
pic_faceinvis = Draw_LoadImage("face_invis", false);
pic_faceinvisinvuln = Draw_LoadImage("face_inv2", false);
pic_faceinvuln = Draw_LoadImage("face_invul1", false);
pic_faceinvulnquad = Draw_LoadImage("face_invul2", false);
SBar_FlushAll();
SBar_ReloadDefaults();
}
unsigned int stats[MAX_CL_STATS];
void Hud_SBar(void)
{
UI_DrawPic(sbarback, 0, 0, 320, 24);
}
void Hud_ArmourPic(void)
{
if (stats[STAT_ITEMS] & IT_ARMOR3)
UI_DrawPic(pic_armour[2], 0, 0, 24, 24);
else if (stats[STAT_ITEMS] & IT_ARMOR2)
UI_DrawPic(pic_armour[1], 0, 0, 24, 24);
else if (stats[STAT_ITEMS] & IT_ARMOR1 || hudedit)
UI_DrawPic(pic_armour[0], 0, 0, 24, 24);
}
void Hud_HealthPic(void)
{
int hl;
if (stats[STAT_ITEMS] & IT_PUP3)
{ //invisability
if (stats[STAT_ITEMS] & IT_PUP4)
UI_DrawPic(pic_faceinvisinvuln, 0, 0, 24, 24);
else
UI_DrawPic(pic_faceinvis, 0, 0, 24, 24);
return;
}
if (stats[STAT_ITEMS] & IT_PUP4)
{ //invuln
if (stats[STAT_ITEMS] & IT_PUP6)
UI_DrawPic(pic_faceinvulnquad, 0, 0, 24, 24);
else
UI_DrawPic(pic_faceinvuln, 0, 0, 24, 24);
return;
}
if (stats[STAT_ITEMS] & IT_PUP6)
{
UI_DrawPic(pic_facequad, 0, 0, 24, 24);
return;
}
hl = stats[STAT_HEALTH]/20;
if (hl > 4)
hl = 4;
if (hl < 0)
hl = 0;
// if (innpain)
// UI_DrawPic(pic_facep[4-hl], 0, 0, 24, 24);
// else
UI_DrawPic(pic_face[4-hl], 0, 0, 24, 24);
}
void Hud_StatBig(void)
{
int i = stats[statsremap[sbartype]];
UI_DrawBigNumber(i, 0, 0, i < 25);
}
void Hud_StatSmall(void)
{
int i = stats[statsremap[sbartype]];
// TODO: need some sort of options thing to change between brown/white/gold text
UI_DrawChar(i%10+18, 19, 0);
i/=10;
if (i)
UI_DrawChar(i%10+18, 11, 0);
i/=10;
if (i)
UI_DrawChar(i%10+18, 3, 0);
}
void Hud_CurrentAmmoPic(void)
{
if ((stats[STAT_ITEMS] & IT_AMMO1))
UI_DrawPic(pic_ammo[0], 0, 0, 24, 24);
else if (stats[STAT_ITEMS] & IT_AMMO2)
UI_DrawPic(pic_ammo[1], 0, 0, 24, 24);
else if (stats[STAT_ITEMS] & IT_AMMO3)
UI_DrawPic(pic_ammo[2], 0, 0, 24, 24);
else if (stats[STAT_ITEMS] & IT_AMMO4 || hudedit)
UI_DrawPic(pic_ammo[3], 0, 0, 24, 24);
}
void Hud_IBar(void)
{
UI_DrawPic(ibarback, 0, 0, 320, 24);
}
void Hud_Weapon(void)
{
int flash;
if (!(stats[STAT_ITEMS] & (IT_GUN1 << sbartype)) && !hudedit)
{
gotweapontime[sbartype] = 0;
return;
}
if (!gotweapontime[sbartype])
gotweapontime[sbartype] = currenttime;
flash = (currenttime - gotweapontime[sbartype])/100;
if (flash < 0) //errr... whoops...
flash = 0;
if (flash > 10)
{
if (stats[STAT_ACTIVEWEAPON] & (IT_GUN1 << sbartype))
flash = 1; //selected.
else
flash = 0;
}
else
flash = (flash%5) + 2;
UI_DrawPic(pic_weapon[flash][sbartype], 0, 0, 24, 16);
}
void Hud_W_HalfLightning(void) //left half only (needed due to LG icon being twice as wide)
{
int flash;
int wnum = 6;
if (!(stats[STAT_ITEMS] & (IT_GUN1 << wnum)) && !hudedit)
{
gotweapontime[wnum] = 0;
return;
}
if (!gotweapontime[wnum])
gotweapontime[wnum] = currenttime;
flash = (currenttime - gotweapontime[wnum])/100;
if (flash < 0) //errr... whoops...
flash = 0;
if (flash > 10)
{
if (stats[STAT_ACTIVEWEAPON] & (IT_GUN1 << wnum))
flash = 1; //selected.
else
flash = 0;
}
else
flash = (flash%5) + 2;
Draw_Image(sbarminx, sbarminy, (float)24*sbarscalex, (float)16*sbarscaley, 0, 0, 0.5, 1, pic_weapon[flash][wnum]);
}
void Hud_W_Lightning(void)
{
int flash;
int wnum = 6;
if (!(stats[STAT_ITEMS] & (IT_GUN1 << wnum)) && !hudedit)
{
gotweapontime[wnum] = 0;
return;
}
if (!gotweapontime[wnum])
gotweapontime[wnum] = currenttime;
flash = (currenttime - gotweapontime[wnum])/100;
if (flash < 0) //errr... whoops...
flash = 0;
if (flash > 10)
{
if (stats[STAT_ACTIVEWEAPON] & (IT_GUN1 << wnum))
flash = 1; //selected.
else
flash = 0;
}
else
flash = (flash%5) + 2;
UI_DrawPic(pic_weapon[flash][wnum], 0, 0, 48, 16);
}
void Hud_Powerup(void)
{
int flash;
if (!(stats[STAT_ITEMS] & (IT_PUP1 << sbartype)) && !hudedit)
return;
if (!gotpuptime[sbartype])
gotpuptime[sbartype] = currenttime;
flash = (currenttime - gotpuptime[sbartype])/100;
if (flash < 0) //errr... whoops...
flash = 0;
if (flash > 10)
{
flash = 0;
}
else
flash = (flash%5) + 2;
UI_DrawPic(pic_pup[flash][sbartype], 0, 0, 16, 16);
}
void Hud_Rune(void)
{
if (!(stats[STAT_ITEMS] & (IT_RUNE1 << sbartype)) && !hudedit)
return;
UI_DrawPic(pic_rune[sbartype], 0, 0, 8, 16);
}
void Hud_Ammo(void)
{
int num;
Draw_Image(sbarminx, sbarminy, (float)42*sbarscalex, (float)11*sbarscaley, (3+(sbartype*48))/320.0f, 0, (3+(sbartype*48)+42)/320.0f, 11/24.0f, ibarback);
num = stats[STAT_SHELLS+sbartype];
if (hudedit)
num = 999;
UI_DrawChar(num%10+18, 19, 0);
num/=10;
if (num)
UI_DrawChar(num%10+18, 11, 0);
num/=10;
if (num)
UI_DrawChar(num%10+18, 3, 0);
}
void Hud_ScoreCard(void)
{
}
//fixme: draw dark blobs
void Hud_Blackness(void)
{
}
//draw cody of sbar
//arg[0] is playernum
//arg[1]/arg[2] is x/y start of subwindow
//arg[3]/arg[4] is width/height of subwindow
int UI_StatusBar(int *arg)
{
int i;
float vsx, vsy;
CL_GetStats(arg[0], stats, sizeof(stats)/sizeof(int));
vsx = arg[3]/640.0f;
vsy = arg[4]/480.0f;
for (i = 0; i < numelements; i++)
{
sbarminx = arg[1] + element[i].x*vsx;
sbarminy = arg[2] + element[i].y*vsy;
sbarscalex = element[i].scalex*vsx;
sbarscaley = element[i].scaley*vsy;
sbartype = element[i].subtype;
sbaralpha = element[i].alpha;
drawelement[element[i].type].draw();
}
return true;
}
int UI_StatusBarEdit(int *arg) // seperated so further improvements to editor view can be done
{
int i;
float vsx, vsy;
qboolean clrset = false;
CL_GetStats(arg[0], stats, sizeof(stats)/sizeof(int));
vsx = arg[3]/640.0f;
vsy = arg[4]/480.0f;
for (i = 0; i < numelements; i++)
{
if (i == currentitem)
{
float j = ((currenttime % 1000) - 500) / 500.0f;
if (j < 0)
j = -j;
Draw_Colour3f(1.0, j, j);
clrset = true;
}
else if (i == hoveritem)
{
Draw_Colour3f(0.0, 1.0, 0.0);
clrset = true;
}
sbarminx = arg[1] + element[i].x*vsx;
sbarminy = arg[2] + element[i].y*vsy;
sbarscalex = element[i].scalex*vsx;
sbarscaley = element[i].scaley*vsy;
sbartype = element[i].subtype;
sbaralpha = element[i].alpha;
drawelement[element[i].type].draw();
if (clrset)
{
Draw_Colour3f(1.0, 1.0, 1.0);
clrset = false;
}
}
return true;
}
#define HUD_VERSION 52345
void PutFloat(float f, char sep, int handle)
{
char *buffer;
buffer = va("%f%c", f, sep);
FS_Write(handle, buffer, strlen(buffer));
}
void PutInteger(int i, char sep, int handle)
{
char *buffer;
buffer = va("%i%c", i, sep);
FS_Write(handle, buffer, strlen(buffer));
}
void Hud_Save(char *fname)
{
int i;
int handle;
if (!*fname)
fname = DEFAULTHUDNAME;
if (FS_Open(fname, &handle, 2)<0)
{
Con_Printf("Couldn't open %s\n", fname);
return;
}
PutInteger(HUD_VERSION, '\n', handle);
PutInteger(numelements, '\n', handle);
for (i = 0; i < numelements; i++)
{
PutFloat(element[i].x, ' ', handle);
PutFloat(element[i].y, ' ', handle);
PutFloat(element[i].scalex, ' ', handle);
PutFloat(element[i].scaley, ' ', handle);
PutInteger(element[i].type, ' ', handle);
PutInteger(element[i].subtype, ' ', handle);
PutFloat(element[i].alpha, '\n', handle);
}
FS_Close(handle);
}
float GetFloat(char **f, int handle)
{
char *ts;
while(**f <= ' ' && **f != 0)
(*f)++;
while(*f[0] == '/' && *f[1] == '/')
{
while(**f != '\n' && **f != 0)
(*f)++;
while(**f <= ' ' && **f != 0)
(*f)++;
}
ts = *f;
while (**f>' ')
(*f)++;
return (float)atof(ts);
}
int GetInteger(char **f, int handle)
{
char *ts;
while(**f <= ' ' && **f != 0)
(*f)++;
while(*f[0] == '/' && *f[1] == '/')
{
while(**f != '\n' && **f != 0)
(*f)++;
while(**f <= ' ' && **f != 0)
(*f)++;
}
ts = *f;
while (**f>' ')
(*f)++;
return atoi(ts);
}
void Hud_Load(char *fname)
{
char file[16384];
char *p;
int len;
int i;
int handle;
int ver;
float x, y, sx, sy, a;
int type, subtype;
if (!*fname)
fname = DEFAULTHUDNAME;
len = FS_Open(fname, &handle, 1);
if (len < 0)
{
Con_Printf("Couldn't load file\n");
return;
}
if (len > 16383)
len = 16383;
FS_Read(handle, file, len);
file[len] = 0;
FS_Close(handle);
p = file;
ver = GetInteger(&p, handle);
if (ver != HUD_VERSION)
{
Con_Printf("Hud version doesn't match (%i != %i)\n", ver, HUD_VERSION);
return;
}
numelements = GetInteger(&p, handle);
if (numelements > MAX_ELEMENTS)
{
numelements = 0;
Con_Printf("Hud has too many elements\n");
return;
}
for (i = 0; i < numelements; i++)
{
x = GetFloat(&p, handle);
y = GetFloat(&p, handle);
sx = GetFloat(&p, handle);
sy = GetFloat(&p, handle);
type = GetInteger(&p, handle);
subtype = GetInteger(&p, handle);
a = GetFloat(&p, handle);
if (type<0 || type>=sizeof(drawelement)/sizeof(drawelement[0]))
{
numelements--;
i--;
continue;
}
element[i].x = x;
element[i].y = y;
element[i].scalex = sx;
element[i].scaley = sy;
element[i].alpha = a;
element[i].type = type;
element[i].subtype = subtype;
}
}
// FindItemUnderMouse: given mouse coordinates, finds element number under mouse
// returns -1 if no element found
int FindItemUnderMouse(int mx, int my)
{
int i;
for (i = 0; i < numelements; i++)
{
if (element[i].x < mx &&
element[i].y < my &&
element[i].x + element[i].scalex*drawelement[element[i].type].width > mx &&
element[i].y + element[i].scaley*drawelement[element[i].type].height > my)
{
return i;
}
}
return -1; // no element found
}
void UI_KeyPress(int key, int mx, int my)
{
int i;
if (key == K_ESCAPE)
{
Menu_Control(0);
return;
}
if (key == K_MOUSE1)
{ //figure out which one our cursor is over...
mousedown = false;
i = FindItemUnderMouse(mx, my);
if (i != -1)
{
mouseofsx = mx - element[i].x;
mouseofsy = my - element[i].y;
mousedown = true;
currentitem = i;
}
return;
}
// TODO: extra buttons
// - toggle clip to edges and clip to other controls
// - raise to front
// - maybe toggle snap to grid instead of holding shift with mouse?
if (key == 'n')
{
currentitem++;
if (currentitem >= numelements)
currentitem = 0;
}
else if (key == 'm')
{
currentitem--;
if (currentitem < 0)
currentitem = numelements ? numelements - 1 : 0;
}
else if (key == 'i')
{
if (numelements==MAX_ELEMENTS)
return; //too many
element[numelements].scalex = 1;
element[numelements].scaley = 1;
element[numelements].alpha = 1;
numelements++;
}
else if (currentitem < numelements)
{
if (key == K_SHIFT)
shiftdown = true;
else if (key == 'd')
{
mousedown = false;
memcpy(element+currentitem, element+currentitem+1, sizeof(element[0]) * (numelements - currentitem-1));
numelements--;
currentitem = 0;
}
else if (key == 'q')
{
element[currentitem].type--;
if (element[currentitem].type < 0)
element[currentitem].type = sizeof(drawelement)/sizeof(drawelement[0])-1;
}
else if (key == 'w')
{
element[currentitem].type++;
if (element[currentitem].type >= sizeof(drawelement)/sizeof(drawelement[0]))
element[currentitem].type = 0;
}
else if (key == ',')
{
element[currentitem].subtype--;
if (element[currentitem].subtype < 0)
element[currentitem].subtype = drawelement[element[currentitem].type].maxsubtype;
}
else if (key == '.')
{
element[currentitem].subtype++;
if (element[currentitem].subtype > drawelement[element[currentitem].type].maxsubtype)
element[currentitem].subtype = 0;
}
else if (key == K_UPARROW)
{
element[currentitem].y-=shiftdown?8:1;
}
else if (key == K_DOWNARROW)
{
element[currentitem].y+=shiftdown?8:1;
}
else if (key == K_LEFTARROW)
{
element[currentitem].x-=shiftdown?8:1;
}
else if (key == K_RIGHTARROW)
{
element[currentitem].x+=shiftdown?8:1;
}
else if (key == K_HOME)
{
element[currentitem].scalex=1.0f;
element[currentitem].scaley=1.0f;
}
else if (key == '+')
{
element[currentitem].scalex*=1.1f;
element[currentitem].scaley*=1.1f;
}
else if (key == '-')
{
element[currentitem].scalex/=1.1f;
element[currentitem].scaley/=1.1f;
}
}
}
int Plug_MenuEvent(int *args)
{
int altargs[5];
args[2]=(int)(args[2]*640.0f/vid.width);
args[3]=(int)(args[3]*480.0f/vid.height);
switch(args[0])
{
case 0: //draw
// TODO: some sort of element property display
if (mousedown)
{
element[currentitem].x = args[2] - mouseofsx;
element[currentitem].y = args[3] - mouseofsy;
if (shiftdown)
{
element[currentitem].x -= (int)element[currentitem].x & 7;
element[currentitem].y -= (int)element[currentitem].y & 7;
}
}
else
hoveritem = FindItemUnderMouse(args[2], args[3]); // this could possibly slow some things down...
altargs[0] = 0;
altargs[1] = 0;
altargs[2] = 0;
altargs[3] = vid.width;
altargs[4] = vid.height;
if (hudedit)
UI_StatusBarEdit(altargs);
else
UI_StatusBar(altargs); //draw it using the same function (we're lazy)
break;
case 1: //keydown
UI_KeyPress(args[1], args[2], args[3]);
break;
case 2: //keyup
if (args[1] == K_MOUSE1)
mousedown = false;
else if (args[1] == K_SHIFT)
shiftdown = false;
break;
case 3: //menu closed (this is called even if we change it).
hudedit = false;
break;
case 4: //mousemove
break;
}
return 0;
}
int Plug_Tick(int *args)
{
currenttime = args[0];
return true;
}
int Plug_ExecuteCommand(int *args)
{
char cmd[256];
Cmd_Argv(0, cmd, sizeof(cmd));
if (!strcmp("sbar_edit", cmd))
{
Menu_Control(1);
mousedown=false;
hudedit=true;
return 1;
}
if (!strcmp("sbar_save", cmd))
{
Cmd_Argv(1, cmd, sizeof(cmd));
Hud_Save(cmd);
mousedown=false;
return 1;
}
if (!strcmp("sbar_load", cmd))
{
Cmd_Argv(1, cmd, sizeof(cmd));
Hud_Load(cmd);
mousedown=false;
return 1;
}
if (!strcmp("sbar_defaults", cmd))
{
Cmd_Argv(1, cmd, sizeof(cmd));
SBar_FlushAll();
SBar_ReloadDefaults();
mousedown=false;
return 1;
}
return 0;
}
int Plug_Init(int *args)
{
if (Plug_Export("Tick", Plug_Tick) &&
Plug_Export("SbarBase", UI_StatusBar) &&
Plug_Export("ExecuteCommand", Plug_ExecuteCommand) &&
Plug_Export("MenuEvent", Plug_MenuEvent))
{
K_UPARROW = Key_GetKeyCode("uparrow");
K_DOWNARROW = Key_GetKeyCode("downarrow");
K_LEFTARROW = Key_GetKeyCode("leftarrow");
K_RIGHTARROW = Key_GetKeyCode("rightarrow");
K_ESCAPE = Key_GetKeyCode("escape");
K_HOME = Key_GetKeyCode("home");
K_MOUSE1 = Key_GetKeyCode("mouse1");
K_SHIFT = Key_GetKeyCode("shift");
Cmd_AddCommand("sbar_edit");
if (BUILTINISVALID(FS_Write))
Cmd_AddCommand("sbar_save");
if (BUILTINISVALID(FS_Read))
Cmd_AddCommand("sbar_load");
Cmd_AddCommand("sbar_defaults");
UI_SbarInit();
if (BUILTINISVALID(FS_Read))
Hud_Load("");
return 1;
}
return 0;
}