mirror of
https://git.code.sf.net/p/quake/quakeforge
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bafe54b010
And use it for hud_scoreboard_gravity. Putting the enum def in view made the most sense as view does own the base type and the enum is likely to be by useful for other settings.
168 lines
4.4 KiB
C
168 lines
4.4 KiB
C
/*
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hud.c
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Heads-up display bar
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <string.h>
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#include "QF/cvar.h"
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#include "QF/screen.h"
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#include "QF/render.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/ui/view.h"
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#include "compat.h"
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#include "client/hud.h"
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int hud_sb_lines;
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int hud_sbar;
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static cvar_t hud_sbar_cvar = {
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.name = "hud_sbar",
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.description =
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"status bar mode: 0 = hud, 1 = oldstyle",
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.default_value = "0",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &hud_sbar },
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};
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grav_t hud_scoreboard_gravity;
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static cvar_t hud_scoreboard_gravity_cvar = {
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.name = "hud_scoreboard_gravity",
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.description =
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"control placement of scoreboard overlay: center, northwest, north, "
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"northeast, west, east, southwest, south, southeast",
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.default_value = "center",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &grav_t_type, .value = &hud_scoreboard_gravity },
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};
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int hud_swap;
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static cvar_t hud_swap_cvar = {
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.name = "hud_swap",
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.description =
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"new HUD on left side?",
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.default_value = "0",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &hud_swap },
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};
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view_t *sbar_view;
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view_t *sbar_inventory_view;
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view_t *sbar_frags_view;
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view_t *hud_view;
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view_t *hud_inventory_view;
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view_t *hud_armament_view;
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view_t *hud_frags_view;
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view_t *hud_overlay_view;
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view_t *hud_stuff_view;
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view_t *hud_main_view;
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static void
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hud_sbar_f (void *data, const cvar_t *cvar)
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{
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HUD_Calc_sb_lines (*r_data->scr_viewsize);
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SCR_SetBottomMargin (hud_sbar ? hud_sb_lines : 0);
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if (hud_sbar) {
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view_remove (hud_main_view, hud_main_view->children[0]);
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view_insert (hud_main_view, sbar_view, 0);
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} else {
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view_remove (hud_main_view, hud_main_view->children[0]);
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view_insert (hud_main_view, hud_view, 0);
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}
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}
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static void
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hud_swap_f (void *data, const cvar_t *cvar)
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{
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if (hud_swap) {
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//FIXME why is this needed for nq but not for qw?
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hud_armament_view->children[0]->gravity = grav_northwest;
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hud_armament_view->children[1]->gravity = grav_southeast;
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view_setgravity (hud_armament_view, grav_southwest);
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view_setgravity (hud_stuff_view, grav_southeast);
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} else {
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//FIXME why is this needed for nq but not for qw?
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hud_armament_view->children[0]->gravity = grav_northeast;
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hud_armament_view->children[1]->gravity = grav_southwest;
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view_setgravity (hud_armament_view, grav_southeast);
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view_setgravity (hud_stuff_view, grav_southwest);
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}
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view_move (hud_armament_view, hud_armament_view->xpos,
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hud_armament_view->ypos);
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view_move (hud_stuff_view, hud_stuff_view->xpos, hud_stuff_view->ypos);
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}
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static void
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hud_scoreboard_gravity_f (void *data, const cvar_t *cvar)
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{
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view_setgravity (hud_overlay_view, hud_scoreboard_gravity);
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}
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void
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HUD_Init_Cvars (void)
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{
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Cvar_Register (&hud_sbar_cvar, hud_sbar_f, 0);
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Cvar_Register (&hud_swap_cvar, hud_swap_f, 0);
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Cvar_Register (&hud_scoreboard_gravity_cvar, hud_scoreboard_gravity_f, 0);
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}
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void
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HUD_Calc_sb_lines (int view_size)
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{
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int stuff_y;
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if (view_size >= 120) {
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hud_sb_lines = 0;
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stuff_y = 0;
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} else if (view_size >= 110) {
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hud_sb_lines = 24;
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sbar_inventory_view->visible = 0;
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hud_inventory_view->visible = 0;
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hud_armament_view->visible = 0;
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stuff_y = 32;
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} else {
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hud_sb_lines = 48;
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sbar_inventory_view->visible = 1;
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hud_inventory_view->visible = 1;
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hud_armament_view->visible = 1;
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stuff_y = 48;
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}
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if (hud_sb_lines) {
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sbar_view->visible = 1;
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hud_view->visible = 1;
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view_resize (sbar_view, sbar_view->xlen, hud_sb_lines);
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view_resize (hud_view, hud_view->xlen, hud_sb_lines);
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} else {
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sbar_view->visible = 0;
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hud_view->visible = 0;
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}
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view_move (hud_stuff_view, hud_stuff_view->xpos, stuff_y);
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}
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