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/*
* * v_draw . cpp
* * Draw patches and blocks to a canvas
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 1998 - 2008 Randy Heit
* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
# include <stdio.h>
# include <stdarg.h>
# include "v_draw.h"
# include "vm.h"
# include "templates.h"
# include "texturemanager.h"
# include "r_videoscale.h"
# include "c_cvars.h"
EXTERN_CVAR ( Int , vid_aspect )
EXTERN_CVAR ( Int , uiscale )
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CVAR ( Bool , ui_screenborder_classic_scaling , true , CVAR_ARCHIVE )
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static void VirtualToRealCoords ( F2DDrawer * drawer , double Width , double Height , double & x , double & y , double & w , double & h ,
double vwidth , double vheight , bool vbottom , bool handleaspect ) ;
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// Helper for ActiveRatio and CheckRatio. Returns the forced ratio type, or -1 if none.
int ActiveFakeRatio ( int width , int height )
{
int fakeratio = - 1 ;
if ( ( vid_aspect > = 1 ) & & ( vid_aspect < = 6 ) )
{
// [SP] User wants to force aspect ratio; let them.
fakeratio = int ( vid_aspect ) ;
if ( fakeratio = = 3 )
{
fakeratio = 0 ;
}
else if ( fakeratio = = 5 )
{
fakeratio = 3 ;
}
}
return fakeratio ;
}
// Active screen ratio based on cvars and size
float ActiveRatio ( int width , int height , float * trueratio )
{
static float forcedRatioTypes [ ] =
{
4 / 3.0f ,
16 / 9.0f ,
16 / 10.0f ,
17 / 10.0f ,
5 / 4.0f ,
17 / 10.0f ,
21 / 9.0f
} ;
float ratio = width / ( float ) height ;
int fakeratio = ActiveFakeRatio ( width , height ) ;
if ( trueratio )
* trueratio = ratio ;
return ( fakeratio ! = - 1 ) ? forcedRatioTypes [ fakeratio ] : ( ratio / ViewportPixelAspect ( ) ) ;
}
bool AspectTallerThanWide ( float aspect )
{
return aspect < 1.333f ;
}
int AspectBaseWidth ( float aspect )
{
return ( int ) round ( 240.0f * aspect * 3.0f ) ;
}
int AspectBaseHeight ( float aspect )
{
if ( ! AspectTallerThanWide ( aspect ) )
return ( int ) round ( 200.0f * ( 320.0f / ( AspectBaseWidth ( aspect ) / 3.0f ) ) * 3.0f ) ;
else
return ( int ) round ( ( 200.0f * ( 4.0f / 3.0f ) ) / aspect * 3.0f ) ;
}
double AspectPspriteOffset ( float aspect )
{
if ( ! AspectTallerThanWide ( aspect ) )
return 0.0 ;
else
return ( ( 4.0 / 3.0 ) / aspect - 1.0 ) * 97.5 ;
}
int AspectMultiplier ( float aspect )
{
if ( ! AspectTallerThanWide ( aspect ) )
return ( int ) round ( 320.0f / ( AspectBaseWidth ( aspect ) / 3.0f ) * 48.0f ) ;
else
return ( int ) round ( 200.0f / ( AspectBaseHeight ( aspect ) / 3.0f ) * 48.0f ) ;
}
int GetUIScale ( F2DDrawer * drawer , int altval )
{
int scaleval ;
if ( altval > 0 ) scaleval = altval ;
else if ( uiscale = = 0 )
{
// Default should try to scale to 640x400
int vscale = drawer - > GetHeight ( ) / 400 ;
int hscale = drawer - > GetWidth ( ) / 640 ;
scaleval = clamp ( vscale , 1 , hscale ) ;
}
else scaleval = uiscale ;
// block scales that result in something larger than the current screen.
int vmax = drawer - > GetHeight ( ) / 200 ;
int hmax = drawer - > GetWidth ( ) / 320 ;
int max = MAX ( vmax , hmax ) ;
return MAX ( 1 , MIN ( scaleval , max ) ) ;
}
// The new console font is twice as high, so the scaling calculation must factor that in.
int GetConScale ( F2DDrawer * drawer , int altval )
{
int scaleval ;
if ( altval > 0 ) scaleval = ( altval + 1 ) / 2 ;
else if ( uiscale = = 0 )
{
// Default should try to scale to 640x400
int vscale = drawer - > GetHeight ( ) / 800 ;
int hscale = drawer - > GetWidth ( ) / 1280 ;
scaleval = clamp ( vscale , 1 , hscale ) ;
}
else scaleval = ( uiscale + 1 ) / 2 ;
// block scales that result in something larger than the current screen.
int vmax = drawer - > GetHeight ( ) / 400 ;
int hmax = drawer - > GetWidth ( ) / 640 ;
int max = MAX ( vmax , hmax ) ;
return MAX ( 1 , MIN ( scaleval , max ) ) ;
}
// [RH] Stretch values to make a 320x200 image best fit the screen
// without using fractional steppings
int CleanXfac , CleanYfac ;
// [RH] Effective screen sizes that the above scale values give you
int CleanWidth , CleanHeight ;
// Above minus 1 (or 1, if they are already 1)
int CleanXfac_1 , CleanYfac_1 , CleanWidth_1 , CleanHeight_1 ;
//==========================================================================
//
// Internal texture drawing function
//
//==========================================================================
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void DrawTexture ( F2DDrawer * drawer , FGameTexture * img , double x , double y , int tags_first , . . . )
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{
Va_List tags ;
va_start ( tags . list , tags_first ) ;
DrawParms parms ;
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if ( ! img | | ! img - > isValid ( ) ) return ;
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bool res = ParseDrawTextureTags ( drawer , img , x , y , tags_first , tags , & parms , false ) ;
va_end ( tags . list ) ;
if ( ! res )
{
return ;
}
drawer - > AddTexture ( img , parms ) ;
}
//==========================================================================
//
// ZScript texture drawing function
//
//==========================================================================
int ListGetInt ( VMVa_List & tags ) ;
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static void DrawTexture ( F2DDrawer * drawer , FGameTexture * img , double x , double y , VMVa_List & args )
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{
DrawParms parms ;
uint32_t tag = ListGetInt ( args ) ;
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if ( ! img | | ! img - > isValid ( ) ) return ;
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bool res = ParseDrawTextureTags ( drawer , img , x , y , tag , args , & parms , false ) ;
if ( ! res ) return ;
drawer - > AddTexture ( img , parms ) ;
}
DEFINE_ACTION_FUNCTION ( _Screen , DrawTexture )
{
PARAM_PROLOGUE ;
PARAM_INT ( texid ) ;
PARAM_BOOL ( animate ) ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
PARAM_VA_POINTER ( va_reginfo ) // Get the hidden type information array
if ( ! twod - > HasBegun2D ( ) ) ThrowAbortException ( X_OTHER , " Attempt to draw to screen outside a draw function " ) ;
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auto tex = TexMan . GameByIndex ( texid , animate ) ;
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VMVa_List args = { param + 4 , 0 , numparam - 5 , va_reginfo + 4 } ;
DrawTexture ( twod , tex , x , y , args ) ;
return 0 ;
}
//==========================================================================
//
// ZScript arbitrary textured shape drawing functions
//
//==========================================================================
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void DrawShape ( F2DDrawer * drawer , FGameTexture * img , DShape2D * shape , int tags_first , . . . )
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{
Va_List tags ;
va_start ( tags . list , tags_first ) ;
DrawParms parms ;
bool res = ParseDrawTextureTags ( drawer , img , 0 , 0 , tags_first , tags , & parms , false ) ;
va_end ( tags . list ) ;
if ( ! res ) return ;
drawer - > AddShape ( img , shape , parms ) ;
}
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void DrawShape ( F2DDrawer * drawer , FGameTexture * img , DShape2D * shape , VMVa_List & args )
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{
DrawParms parms ;
uint32_t tag = ListGetInt ( args ) ;
bool res = ParseDrawTextureTags ( drawer , img , 0 , 0 , tag , args , & parms , false ) ;
if ( ! res ) return ;
drawer - > AddShape ( img , shape , parms ) ;
}
DEFINE_ACTION_FUNCTION ( _Screen , DrawShape )
{
PARAM_PROLOGUE ;
PARAM_INT ( texid ) ;
PARAM_BOOL ( animate ) ;
PARAM_POINTER ( shape , DShape2D ) ;
PARAM_VA_POINTER ( va_reginfo ) // Get the hidden type information array
if ( ! twod - > HasBegun2D ( ) ) ThrowAbortException ( X_OTHER , " Attempt to draw to screen outside a draw function " ) ;
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auto tex = TexMan . GameByIndex ( texid , animate ) ;
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VMVa_List args = { param + 3 , 0 , numparam - 4 , va_reginfo + 3 } ;
DrawShape ( twod , tex , shape , args ) ;
return 0 ;
}
//==========================================================================
//
// Clipping rect
//
//==========================================================================
void F2DDrawer : : SetClipRect ( int x , int y , int w , int h )
{
clipleft = clamp ( x , 0 , GetWidth ( ) ) ;
clipwidth = clamp ( w , - 1 , GetWidth ( ) - x ) ;
cliptop = clamp ( y , 0 , GetHeight ( ) ) ;
clipheight = clamp ( h , - 1 , GetHeight ( ) - y ) ;
}
DEFINE_ACTION_FUNCTION ( _Screen , SetClipRect )
{
PARAM_PROLOGUE ;
PARAM_INT ( x ) ;
PARAM_INT ( y ) ;
PARAM_INT ( w ) ;
PARAM_INT ( h ) ;
twod - > SetClipRect ( x , y , w , h ) ;
return 0 ;
}
DEFINE_ACTION_FUNCTION ( _Screen , ClearClipRect )
{
PARAM_PROLOGUE ;
twod - > ClearClipRect ( ) ;
return 0 ;
}
void F2DDrawer : : GetClipRect ( int * x , int * y , int * w , int * h )
{
if ( x ) * x = clipleft ;
if ( y ) * y = cliptop ;
if ( w ) * w = clipwidth ;
if ( h ) * h = clipheight ;
}
DEFINE_ACTION_FUNCTION ( _Screen , GetClipRect )
{
PARAM_PROLOGUE ;
int x , y , w , h ;
twod - > GetClipRect ( & x , & y , & w , & h ) ;
if ( numret > 0 ) ret [ 0 ] . SetInt ( x ) ;
if ( numret > 1 ) ret [ 1 ] . SetInt ( y ) ;
if ( numret > 2 ) ret [ 2 ] . SetInt ( w ) ;
if ( numret > 3 ) ret [ 3 ] . SetInt ( h ) ;
return MIN ( numret , 4 ) ;
}
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static void CalcFullscreenScale ( F2DDrawer * drawer , DrawParms * parms , double srcwidth , double srcheight , int autoaspect , DoubleRect & rect )
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{
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auto GetWidth = [ = ] ( ) { return parms - > viewport . width ; } ;
auto GetHeight = [ = ] ( ) { return parms - > viewport . height ; } ;
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double aspect ;
if ( srcheight = = 200 ) aspect = srcwidth / 240. ;
else if ( srcheight = = 400 ) aspect = srcwidth / 480 ;
else aspect = srcwidth / srcheight ;
rect . left = rect . top = 0 ;
auto screenratio = ActiveRatio ( GetWidth ( ) , GetHeight ( ) ) ;
if ( autoaspect = = 3 )
{
if ( screenratio > = aspect | | aspect < 1.4 ) autoaspect = 1 ; // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
else if ( screenratio > 1.32 ) autoaspect = 2 ; // on anything 4:3 and wider crop the sides of the image.
else
{
// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
double width4_3 = srcheight * ( 4. / 3. ) ;
rect . width = ( double ) GetWidth ( ) * srcwidth / width4_3 ;
rect . height = GetHeight ( ) * screenratio * ( 3. / 4. ) ; // use 4:3 for the image
rect . top = ( GetHeight ( ) - rect . height ) / 2 ;
rect . left = - ( srcwidth - width4_3 ) / 2 ;
return ;
}
}
if ( ( screenratio > aspect ) ^ ( autoaspect = = 2 ) )
{
// pillarboxed or vertically cropped (i.e. scale to height)
rect . height = GetHeight ( ) ;
rect . width = GetWidth ( ) * aspect / screenratio ;
rect . left = ( GetWidth ( ) - rect . width ) / 2 ;
}
else
{
// letterboxed or horizontally cropped (i.e. scale to width)
rect . width = GetWidth ( ) ;
rect . height = GetHeight ( ) * screenratio / aspect ;
rect . top = ( GetHeight ( ) - rect . height ) / 2 ;
}
}
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//==========================================================================
//
// Draw parameter parsing
//
//==========================================================================
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bool SetTextureParms ( F2DDrawer * drawer , DrawParms * parms , FGameTexture * img , double xx , double yy )
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{
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auto GetWidth = [ = ] ( ) { return parms - > viewport . width ; } ;
auto GetHeight = [ = ] ( ) { return parms - > viewport . height ; } ;
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if ( img ! = NULL )
{
parms - > x = xx ;
parms - > y = yy ;
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parms - > texwidth = img - > GetDisplayWidth ( ) ;
parms - > texheight = img - > GetDisplayHeight ( ) ;
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if ( parms - > top = = INT_MAX | | parms - > fortext )
{
parms - > top = img - > GetDisplayTopOffset ( ) ;
}
if ( parms - > left = = INT_MAX | | parms - > fortext )
{
parms - > left = img - > GetDisplayLeftOffset ( ) ;
}
if ( parms - > destwidth = = INT_MAX | | parms - > fortext )
{
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parms - > destwidth = parms - > texwidth ;
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}
if ( parms - > destheight = = INT_MAX | | parms - > fortext )
{
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parms - > destheight = parms - > texheight ;
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}
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parms - > destwidth * = parms - > patchscalex ;
parms - > destheight * = parms - > patchscaley ;
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switch ( parms - > cleanmode )
{
default :
break ;
case DTA_Clean :
parms - > x = ( parms - > x - 160.0 ) * CleanXfac + ( GetWidth ( ) * 0.5 ) ;
parms - > y = ( parms - > y - 100.0 ) * CleanYfac + ( GetHeight ( ) * 0.5 ) ;
parms - > destwidth = parms - > texwidth * CleanXfac ;
parms - > destheight = parms - > texheight * CleanYfac ;
break ;
case DTA_CleanNoMove :
parms - > destwidth = parms - > texwidth * CleanXfac ;
parms - > destheight = parms - > texheight * CleanYfac ;
break ;
case DTA_CleanNoMove_1 :
parms - > destwidth = parms - > texwidth * CleanXfac_1 ;
parms - > destheight = parms - > texheight * CleanYfac_1 ;
break ;
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case DTA_Base :
if ( parms - > fsscalemode ! = - 1 )
{
// First calculate the destination rect for an image of the given size and then reposition this object in it.
DoubleRect rect ;
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CalcFullscreenScale ( drawer , parms , parms - > virtWidth , parms - > virtHeight , parms - > fsscalemode , rect ) ;
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double adder = parms - > keepratio < 0 ? 0 : parms - > keepratio = = 0 ? rect . left : 2 * rect . left ;
parms - > x = parms - > viewport . left + adder + parms - > x * rect . width / parms - > virtWidth ;
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parms - > y = parms - > viewport . top + rect . top + parms - > y * rect . height / parms - > virtHeight ;
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parms - > destwidth = parms - > destwidth * rect . width / parms - > virtWidth ;
parms - > destheight = parms - > destheight * rect . height / parms - > virtHeight ;
return false ;
}
break ;
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case DTA_Fullscreen :
case DTA_FullscreenEx :
{
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DoubleRect rect ;
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CalcFullscreenScale ( drawer , parms , parms - > texwidth , parms - > texheight , parms - > fsscalemode , rect ) ;
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parms - > keepratio = - 1 ;
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parms - > x = parms - > viewport . left + rect . left ;
parms - > y = parms - > viewport . top + rect . top ;
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parms - > destwidth = rect . width ;
parms - > destheight = rect . height ;
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return false ; // Do not call VirtualToRealCoords for this!
}
case DTA_HUDRules :
case DTA_HUDRulesC :
{
// Note that this has been deprecated and become non-functional. The HUD should be drawn by the status bar.
bool xright = parms - > x < 0 ;
bool ybot = parms - > y < 0 ;
DVector2 scale = { 1. , 1. } ;
parms - > x * = scale . X ;
if ( parms - > cleanmode = = DTA_HUDRulesC )
parms - > x + = GetWidth ( ) * 0.5 ;
else if ( xright )
parms - > x = GetWidth ( ) + parms - > x ;
parms - > y * = scale . Y ;
if ( ybot )
parms - > y = GetHeight ( ) + parms - > y ;
parms - > destwidth = parms - > texwidth * scale . X ;
parms - > destheight = parms - > texheight * scale . Y ;
break ;
}
}
if ( parms - > virtWidth ! = GetWidth ( ) | | parms - > virtHeight ! = GetHeight ( ) )
{
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VirtualToRealCoords ( drawer , GetWidth ( ) , GetHeight ( ) , parms - > x , parms - > y , parms - > destwidth , parms - > destheight ,
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parms - > virtWidth , parms - > virtHeight , parms - > virtBottom , ! parms - > keepratio ) ;
}
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parms - > x + = parms - > viewport . left ;
parms - > y + = parms - > viewport . top ;
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}
return false ;
}
//==========================================================================
//
// template helpers
//
//==========================================================================
static void ListEnd ( Va_List & tags )
{
va_end ( tags . list ) ;
}
static int ListGetInt ( Va_List & tags )
{
return va_arg ( tags . list , int ) ;
}
static inline double ListGetDouble ( Va_List & tags )
{
return va_arg ( tags . list , double ) ;
}
static inline FSpecialColormap * ListGetSpecialColormap ( Va_List & tags )
{
return va_arg ( tags . list , FSpecialColormap * ) ;
}
static void ListEnd ( VMVa_List & tags )
{
}
int ListGetInt ( VMVa_List & tags )
{
if ( tags . curindex < tags . numargs )
{
if ( tags . reginfo [ tags . curindex ] = = REGT_INT )
{
return tags . args [ tags . curindex + + ] . i ;
}
ThrowAbortException ( X_OTHER , " Invalid parameter in draw function, int expected " ) ;
}
return TAG_DONE ;
}
static inline double ListGetDouble ( VMVa_List & tags )
{
if ( tags . curindex < tags . numargs )
{
if ( tags . reginfo [ tags . curindex ] = = REGT_FLOAT )
{
return tags . args [ tags . curindex + + ] . f ;
}
if ( tags . reginfo [ tags . curindex ] = = REGT_INT )
{
return tags . args [ tags . curindex + + ] . i ;
}
ThrowAbortException ( X_OTHER , " Invalid parameter in draw function, float expected " ) ;
}
return 0 ;
}
static inline FSpecialColormap * ListGetSpecialColormap ( VMVa_List & tags )
{
ThrowAbortException ( X_OTHER , " Invalid tag in draw function " ) ;
return nullptr ;
}
//==========================================================================
//
// Main taglist parsing
//
//==========================================================================
template < class T >
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bool ParseDrawTextureTags ( F2DDrawer * drawer , FGameTexture * img , double x , double y , uint32_t tag , T & tags , DrawParms * parms , bool fortext )
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{
INTBOOL boolval ;
int intval ;
bool translationset = false ;
bool fillcolorset = false ;
if ( ! fortext )
{
if ( img = = NULL | | ! img - > isValid ( ) )
{
ListEnd ( tags ) ;
return false ;
}
}
// Do some sanity checks on the coordinates.
if ( x < - 16383 | | x > 16383 | | y < - 16383 | | y > 16383 )
{
ListEnd ( tags ) ;
return false ;
}
parms - > fortext = fortext ;
parms - > windowleft = 0 ;
parms - > windowright = INT_MAX ;
parms - > dclip = drawer - > GetHeight ( ) ;
parms - > uclip = 0 ;
parms - > lclip = 0 ;
parms - > rclip = drawer - > GetWidth ( ) ;
parms - > left = INT_MAX ;
parms - > top = INT_MAX ;
parms - > destwidth = INT_MAX ;
parms - > destheight = INT_MAX ;
parms - > Alpha = 1.f ;
parms - > fillcolor = - 1 ;
parms - > TranslationId = - 1 ;
parms - > colorOverlay = 0 ;
parms - > alphaChannel = false ;
parms - > flipX = false ;
parms - > flipY = false ;
parms - > color = 0xffffffff ;
//parms->shadowAlpha = 0;
parms - > shadowColor = 0 ;
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parms - > virtWidth = INT_MAX ; // these need to match the viewport if not explicitly set, but we do not know that yet.
parms - > virtHeight = INT_MAX ;
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parms - > keepratio = false ;
parms - > style . BlendOp = 255 ; // Dummy "not set" value
parms - > masked = true ;
parms - > bilinear = false ;
parms - > specialcolormap = NULL ;
parms - > desaturate = 0 ;
parms - > cleanmode = DTA_Base ;
parms - > scalex = parms - > scaley = 1 ;
parms - > cellx = parms - > celly = 0 ;
parms - > maxstrlen = INT_MAX ;
parms - > virtBottom = false ;
parms - > srcx = 0. ;
parms - > srcy = 0. ;
parms - > srcwidth = 1. ;
parms - > srcheight = 1. ;
parms - > burn = false ;
parms - > monospace = EMonospacing : : Off ;
parms - > spacing = 0 ;
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parms - > fsscalemode = - 1 ;
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parms - > patchscalex = parms - > patchscaley = 1 ;
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parms - > viewport = { 0 , 0 , drawer - > GetWidth ( ) , drawer - > GetHeight ( ) } ;
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// Parse the tag list for attributes. (For floating point attributes,
// consider that the C ABI dictates that all floats be promoted to
// doubles when passed as function arguments.)
while ( tag ! = TAG_DONE )
{
switch ( tag )
{
default :
ListGetInt ( tags ) ;
break ;
case DTA_DestWidth :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > cleanmode = DTA_Base ;
parms - > destwidth = ListGetInt ( tags ) ;
break ;
case DTA_DestWidthF :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > cleanmode = DTA_Base ;
parms - > destwidth = ListGetDouble ( tags ) ;
break ;
case DTA_DestHeight :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > cleanmode = DTA_Base ;
parms - > destheight = ListGetInt ( tags ) ;
break ;
case DTA_DestHeightF :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > cleanmode = DTA_Base ;
parms - > destheight = ListGetDouble ( tags ) ;
break ;
case DTA_Clean :
boolval = ListGetInt ( tags ) ;
if ( boolval )
{
parms - > scalex = 1 ;
parms - > scaley = 1 ;
parms - > cleanmode = tag ;
}
break ;
case DTA_CleanNoMove :
boolval = ListGetInt ( tags ) ;
if ( boolval )
{
parms - > scalex = CleanXfac ;
parms - > scaley = CleanYfac ;
parms - > cleanmode = tag ;
}
break ;
case DTA_CleanNoMove_1 :
boolval = ListGetInt ( tags ) ;
if ( boolval )
{
parms - > scalex = CleanXfac_1 ;
parms - > scaley = CleanYfac_1 ;
parms - > cleanmode = tag ;
}
break ;
case DTA_320x200 :
boolval = ListGetInt ( tags ) ;
if ( boolval )
{
parms - > cleanmode = DTA_Base ;
parms - > scalex = 1 ;
parms - > scaley = 1 ;
parms - > virtWidth = 320 ;
parms - > virtHeight = 200 ;
}
break ;
case DTA_Bottom320x200 :
boolval = ListGetInt ( tags ) ;
if ( boolval )
{
parms - > cleanmode = DTA_Base ;
parms - > scalex = 1 ;
parms - > scaley = 1 ;
parms - > virtWidth = 320 ;
parms - > virtHeight = 200 ;
}
parms - > virtBottom = true ;
break ;
case DTA_HUDRules :
intval = ListGetInt ( tags ) ;
parms - > cleanmode = intval = = HUD_HorizCenter ? DTA_HUDRulesC : DTA_HUDRules ;
break ;
case DTA_VirtualWidth :
parms - > cleanmode = DTA_Base ;
parms - > virtWidth = ListGetInt ( tags ) ;
break ;
case DTA_VirtualWidthF :
parms - > cleanmode = DTA_Base ;
parms - > virtWidth = ListGetDouble ( tags ) ;
break ;
case DTA_VirtualHeight :
parms - > cleanmode = DTA_Base ;
parms - > virtHeight = ListGetInt ( tags ) ;
break ;
case DTA_VirtualHeightF :
parms - > cleanmode = DTA_Base ;
parms - > virtHeight = ListGetDouble ( tags ) ;
break ;
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case DTA_FullscreenScale :
intval = ListGetInt ( tags ) ;
if ( intval > = 0 & & intval < = 3 )
{
parms - > fsscalemode = ( uint8_t ) intval ;
}
break ;
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case DTA_Fullscreen :
boolval = ListGetInt ( tags ) ;
if ( boolval )
{
assert ( fortext = = false ) ;
if ( img = = NULL ) return false ;
parms - > cleanmode = DTA_Fullscreen ;
parms - > fsscalemode = ( uint8_t ) twod - > fullscreenautoaspect ;
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parms - > virtWidth = img - > GetDisplayWidth ( ) ;
parms - > virtHeight = img - > GetDisplayHeight ( ) ;
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}
break ;
case DTA_FullscreenEx :
intval = ListGetInt ( tags ) ;
if ( intval > = 0 & & intval < = 3 )
{
assert ( fortext = = false ) ;
if ( img = = NULL ) return false ;
parms - > cleanmode = DTA_Fullscreen ;
parms - > fsscalemode = ( uint8_t ) intval ;
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parms - > virtWidth = img - > GetDisplayWidth ( ) ;
parms - > virtHeight = img - > GetDisplayHeight ( ) ;
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}
break ;
case DTA_Alpha :
parms - > Alpha = ( float ) ( MIN < double > ( 1. , ListGetDouble ( tags ) ) ) ;
break ;
case DTA_AlphaChannel :
parms - > alphaChannel = ListGetInt ( tags ) ;
break ;
case DTA_FillColor :
parms - > fillcolor = ListGetInt ( tags ) ;
if ( parms - > fillcolor ! = ~ 0u )
{
fillcolorset = true ;
}
else if ( parms - > fillcolor ! = 0 )
{
// The crosshair is the only thing which uses a non-black fill color.
parms - > fillcolor = PalEntry ( ColorMatcher . Pick ( parms - > fillcolor ) , RPART ( parms - > fillcolor ) , GPART ( parms - > fillcolor ) , BPART ( parms - > fillcolor ) ) ;
}
break ;
case DTA_TranslationIndex :
parms - > TranslationId = ListGetInt ( tags ) ;
break ;
case DTA_ColorOverlay :
parms - > colorOverlay = ListGetInt ( tags ) ;
break ;
case DTA_Color :
parms - > color = ListGetInt ( tags ) ;
break ;
case DTA_FlipX :
parms - > flipX = ListGetInt ( tags ) ;
break ;
case DTA_FlipY :
parms - > flipY = ListGetInt ( tags ) ;
break ;
case DTA_SrcX :
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parms - > srcx = ListGetDouble ( tags ) / img - > GetDisplayWidth ( ) ;
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break ;
case DTA_SrcY :
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parms - > srcy = ListGetDouble ( tags ) / img - > GetDisplayHeight ( ) ;
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break ;
case DTA_SrcWidth :
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parms - > srcwidth = ListGetDouble ( tags ) / img - > GetDisplayWidth ( ) ;
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break ;
case DTA_SrcHeight :
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parms - > srcheight = ListGetDouble ( tags ) / img - > GetDisplayHeight ( ) ;
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break ;
case DTA_TopOffset :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > top = ListGetInt ( tags ) ;
break ;
case DTA_TopOffsetF :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > top = ListGetDouble ( tags ) ;
break ;
case DTA_LeftOffset :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > left = ListGetInt ( tags ) ;
break ;
case DTA_LeftOffsetF :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > left = ListGetDouble ( tags ) ;
break ;
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case DTA_TopLeft :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
if ( ListGetInt ( tags ) )
{
parms - > left = 0 ;
parms - > top = 0 ;
}
break ;
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case DTA_CenterOffset :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
if ( ListGetInt ( tags ) )
{
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parms - > left = img - > GetDisplayWidth ( ) * 0.5 ;
parms - > top = img - > GetDisplayHeight ( ) * 0.5 ;
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}
break ;
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case DTA_CenterOffsetRel :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
if ( ListGetInt ( tags ) )
{
parms - > left = img - > GetDisplayLeftOffset ( ) + img - > GetDisplayWidth ( ) * 0.5 ;
parms - > top = img - > GetDisplayTopOffset ( ) + img - > GetDisplayHeight ( ) * 0.5 ;
}
break ;
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case DTA_CenterBottomOffset :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
if ( ListGetInt ( tags ) )
{
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parms - > left = img - > GetDisplayWidth ( ) * 0.5 ;
parms - > top = img - > GetDisplayHeight ( ) ;
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}
break ;
case DTA_WindowLeft :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > windowleft = ListGetInt ( tags ) ;
break ;
case DTA_WindowLeftF :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > windowleft = ListGetDouble ( tags ) ;
break ;
case DTA_WindowRight :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > windowright = ListGetInt ( tags ) ;
break ;
case DTA_WindowRightF :
assert ( fortext = = false ) ;
if ( fortext ) return false ;
parms - > windowright = ListGetDouble ( tags ) ;
break ;
case DTA_ClipTop :
parms - > uclip = ListGetInt ( tags ) ;
if ( parms - > uclip < 0 )
{
parms - > uclip = 0 ;
}
break ;
case DTA_ClipBottom :
parms - > dclip = ListGetInt ( tags ) ;
if ( parms - > dclip > drawer - > GetHeight ( ) )
{
parms - > dclip = drawer - > GetHeight ( ) ;
}
break ;
case DTA_ClipLeft :
parms - > lclip = ListGetInt ( tags ) ;
if ( parms - > lclip < 0 )
{
parms - > lclip = 0 ;
}
break ;
case DTA_ClipRight :
parms - > rclip = ListGetInt ( tags ) ;
if ( parms - > rclip > drawer - > GetWidth ( ) )
{
parms - > rclip = drawer - > GetWidth ( ) ;
}
break ;
case DTA_ShadowAlpha :
//parms->shadowAlpha = (float)MIN(1., ListGetDouble(tags));
break ;
case DTA_ShadowColor :
parms - > shadowColor = ListGetInt ( tags ) ;
break ;
case DTA_Shadow :
boolval = ListGetInt ( tags ) ;
if ( boolval )
{
//parms->shadowAlpha = 0.5;
parms - > shadowColor = 0 ;
}
else
{
//parms->shadowAlpha = 0;
}
break ;
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case DTA_ScaleX :
parms - > patchscalex = ListGetDouble ( tags ) ;
break ;
case DTA_ScaleY :
parms - > patchscaley = ListGetDouble ( tags ) ;
break ;
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case DTA_Masked :
parms - > masked = ListGetInt ( tags ) ;
break ;
case DTA_BilinearFilter :
parms - > bilinear = ListGetInt ( tags ) ;
break ;
case DTA_KeepRatio :
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parms - > keepratio = ListGetInt ( tags ) ? 0 : - 1 ;
break ;
case DTA_Pin :
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parms - > keepratio = ListGetInt ( tags ) ;
break ;
case DTA_RenderStyle :
parms - > style . AsDWORD = ListGetInt ( tags ) ;
break ;
case DTA_LegacyRenderStyle : // mainly for ZScript which does not handle FRenderStyle that well.
parms - > style = ( ERenderStyle ) ListGetInt ( tags ) ;
break ;
case DTA_SpecialColormap :
parms - > specialcolormap = ListGetSpecialColormap ( tags ) ;
break ;
case DTA_Desaturate :
parms - > desaturate = ListGetInt ( tags ) ;
break ;
case DTA_TextLen :
parms - > maxstrlen = ListGetInt ( tags ) ;
break ;
case DTA_CellX :
parms - > cellx = ListGetInt ( tags ) ;
break ;
case DTA_CellY :
parms - > celly = ListGetInt ( tags ) ;
break ;
case DTA_Monospace :
parms - > monospace = ListGetInt ( tags ) ;
break ;
case DTA_Spacing :
parms - > spacing = ListGetInt ( tags ) ;
break ;
case DTA_Burn :
parms - > burn = true ;
break ;
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case DTA_ViewportX :
parms - > viewport . left = ListGetInt ( tags ) ;
break ;
case DTA_ViewportY :
parms - > viewport . top = ListGetInt ( tags ) ;
break ;
case DTA_ViewportWidth :
parms - > viewport . width = ListGetInt ( tags ) ;
break ;
case DTA_ViewportHeight :
parms - > viewport . height = ListGetInt ( tags ) ;
break ;
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}
tag = ListGetInt ( tags ) ;
}
ListEnd ( tags ) ;
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if ( parms - > virtWidth = = INT_MAX ) parms - > virtWidth = parms - > viewport . width ;
if ( parms - > virtHeight = = INT_MAX ) parms - > virtHeight = parms - > viewport . height ;
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auto clipleft = drawer - > clipleft ;
auto cliptop = drawer - > cliptop ;
auto clipwidth = drawer - > clipwidth ;
auto clipheight = drawer - > clipheight ;
// intersect with the canvas's clipping rectangle.
if ( clipwidth > = 0 & & clipheight > = 0 )
{
if ( parms - > lclip < clipleft ) parms - > lclip = clipleft ;
if ( parms - > rclip > clipleft + clipwidth ) parms - > rclip = clipleft + clipwidth ;
if ( parms - > uclip < cliptop ) parms - > uclip = cliptop ;
if ( parms - > dclip > cliptop + clipheight ) parms - > dclip = cliptop + clipheight ;
}
if ( parms - > uclip > = parms - > dclip | | parms - > lclip > = parms - > rclip )
{
return false ;
}
if ( img ! = NULL )
{
SetTextureParms ( drawer , parms , img , x , y ) ;
if ( parms - > destwidth < = 0 | | parms - > destheight < = 0 )
{
return false ;
}
}
if ( parms - > style . BlendOp = = 255 )
{
if ( fillcolorset )
{
if ( parms - > alphaChannel )
{
parms - > style = STYLE_Shaded ;
}
else if ( parms - > Alpha < 1.f )
{
parms - > style = STYLE_TranslucentStencil ;
}
else
{
parms - > style = STYLE_Stencil ;
}
}
else if ( parms - > Alpha < 1.f )
{
parms - > style = STYLE_Translucent ;
}
else
{
parms - > style = STYLE_Normal ;
}
}
return true ;
}
// explicitly instantiate both versions for v_text.cpp.
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template bool ParseDrawTextureTags < Va_List > ( F2DDrawer * drawer , FGameTexture * img , double x , double y , uint32_t tag , Va_List & tags , DrawParms * parms , bool fortext ) ;
template bool ParseDrawTextureTags < VMVa_List > ( F2DDrawer * drawer , FGameTexture * img , double x , double y , uint32_t tag , VMVa_List & tags , DrawParms * parms , bool fortext ) ;
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//==========================================================================
//
// Coordinate conversion
//
//==========================================================================
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static void VirtualToRealCoords ( F2DDrawer * drawer , double Width , double Height , double & x , double & y , double & w , double & h ,
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double vwidth , double vheight , bool vbottom , bool handleaspect )
{
float myratio = handleaspect ? ActiveRatio ( Width , Height ) : ( 4.0f / 3.0f ) ;
// if 21:9 AR, map to 16:9 for all callers.
// this allows for black bars and stops the stretching of fullscreen images
if ( myratio > 1.7f ) {
myratio = 16.0f / 9.0f ;
}
double right = x + w ;
double bottom = y + h ;
if ( myratio > 1.334f )
{ // The target surface is either 16:9 or 16:10, so expand the
// specified virtual size to avoid undesired stretching of the
// image. Does not handle non-4:3 virtual sizes. I'll worry about
// those if somebody expresses a desire to use them.
x = ( x - vwidth * 0.5 ) * Width * 960 / ( vwidth * AspectBaseWidth ( myratio ) ) + Width * 0.5 ;
w = ( right - vwidth * 0.5 ) * Width * 960 / ( vwidth * AspectBaseWidth ( myratio ) ) + Width * 0.5 - x ;
}
else
{
x = x * Width / vwidth ;
w = right * Width / vwidth - x ;
}
if ( AspectTallerThanWide ( myratio ) )
{ // The target surface is 5:4
y = ( y - vheight * 0.5 ) * Height * 600 / ( vheight * AspectBaseHeight ( myratio ) ) + Height * 0.5 ;
h = ( bottom - vheight * 0.5 ) * Height * 600 / ( vheight * AspectBaseHeight ( myratio ) ) + Height * 0.5 - y ;
if ( vbottom )
{
y + = ( Height - Height * AspectMultiplier ( myratio ) / 48.0 ) * 0.5 ;
}
}
else
{
y = y * Height / vheight ;
h = bottom * Height / vheight - y ;
}
}
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void VirtualToRealCoords ( F2DDrawer * drawer , double & x , double & y , double & w , double & h ,
double vwidth , double vheight , bool vbottom , bool handleaspect )
{
auto Width = drawer - > GetWidth ( ) ;
auto Height = drawer - > GetHeight ( ) ;
VirtualToRealCoords ( drawer , Width , Height , x , y , w , h , vwidth , vheight , vbottom , handleaspect ) ;
}
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DEFINE_ACTION_FUNCTION ( _Screen , VirtualToRealCoords )
{
PARAM_PROLOGUE ;
PARAM_FLOAT ( x ) ;
PARAM_FLOAT ( y ) ;
PARAM_FLOAT ( w ) ;
PARAM_FLOAT ( h ) ;
PARAM_FLOAT ( vw ) ;
PARAM_FLOAT ( vh ) ;
PARAM_BOOL ( vbottom ) ;
PARAM_BOOL ( handleaspect ) ;
VirtualToRealCoords ( twod , x , y , w , h , vw , vh , vbottom , handleaspect ) ;
if ( numret > = 1 ) ret [ 0 ] . SetVector2 ( DVector2 ( x , y ) ) ;
if ( numret > = 2 ) ret [ 1 ] . SetVector2 ( DVector2 ( w , h ) ) ;
return MIN ( numret , 2 ) ;
}
void VirtualToRealCoordsInt ( F2DDrawer * drawer , int & x , int & y , int & w , int & h ,
int vwidth , int vheight , bool vbottom , bool handleaspect )
{
double dx , dy , dw , dh ;
dx = x ;
dy = y ;
dw = w ;
dh = h ;
VirtualToRealCoords ( drawer , dx , dy , dw , dh , vwidth , vheight , vbottom , handleaspect ) ;
x = int ( dx + 0.5 ) ;
y = int ( dy + 0.5 ) ;
w = int ( dx + dw + 0.5 ) - x ;
h = int ( dy + dh + 0.5 ) - y ;
}
//==========================================================================
//
// Draw a line
//
//==========================================================================
static void DrawLine ( int x0 , int y0 , int x1 , int y1 , uint32_t realcolor , int alpha )
{
if ( ! twod - > HasBegun2D ( ) ) ThrowAbortException ( X_OTHER , " Attempt to draw to screen outside a draw function " ) ;
twod - > AddLine ( ( float ) x0 , ( float ) y0 , ( float ) x1 , ( float ) y1 , - 1 , - 1 , INT_MAX , INT_MAX , realcolor | MAKEARGB ( 255 , 0 , 0 , 0 ) , alpha ) ;
}
DEFINE_ACTION_FUNCTION_NATIVE ( _Screen , DrawLine , DrawLine )
{
PARAM_PROLOGUE ;
PARAM_INT ( x0 ) ;
PARAM_INT ( y0 ) ;
PARAM_INT ( x1 ) ;
PARAM_INT ( y1 ) ;
PARAM_INT ( color ) ;
PARAM_INT ( alpha ) ;
DrawLine ( x0 , y0 , x1 , y1 , color , alpha ) ;
return 0 ;
}
static void DrawThickLine ( int x0 , int y0 , int x1 , int y1 , double thickness , uint32_t realcolor , int alpha )
{
if ( ! twod - > HasBegun2D ( ) ) ThrowAbortException ( X_OTHER , " Attempt to draw to screen outside a draw function " ) ;
twod - > AddThickLine ( x0 , y0 , x1 , y1 , thickness , realcolor , alpha ) ;
}
DEFINE_ACTION_FUNCTION_NATIVE ( _Screen , DrawThickLine , DrawThickLine )
{
PARAM_PROLOGUE ;
PARAM_INT ( x0 ) ;
PARAM_INT ( y0 ) ;
PARAM_INT ( x1 ) ;
PARAM_INT ( y1 ) ;
PARAM_FLOAT ( thickness ) ;
PARAM_INT ( color ) ;
PARAM_INT ( alpha ) ;
DrawThickLine ( x0 , y0 , x1 , y1 , thickness , color , alpha ) ;
return 0 ;
}
//==========================================================================
//
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// ClearRect
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//
// Set an area to a specified color.
//
//==========================================================================
void ClearRect ( F2DDrawer * drawer , int left , int top , int right , int bottom , int palcolor , uint32_t color )
{
auto clipleft = drawer - > clipleft ;
auto cliptop = drawer - > cliptop ;
auto clipwidth = drawer - > clipwidth ;
auto clipheight = drawer - > clipheight ;
if ( clipwidth > = 0 & & clipheight > = 0 )
{
int w = right - left ;
int h = bottom - top ;
if ( left < clipleft )
{
w - = ( clipleft - left ) ;
left = clipleft ;
}
if ( w > clipwidth ) w = clipwidth ;
if ( w < = 0 ) return ;
if ( top < cliptop )
{
h - = ( cliptop - top ) ;
top = cliptop ;
}
if ( h > clipheight ) w = clipheight ;
if ( h < = 0 ) return ;
right = left + w ;
bottom = top + h ;
}
if ( palcolor > = 0 & & color = = 0 )
{
color = GPalette . BaseColors [ palcolor ] | 0xff000000 ;
}
drawer - > AddColorOnlyQuad ( left , top , right - left , bottom - top , color | 0xFF000000 , nullptr ) ;
}
DEFINE_ACTION_FUNCTION ( _Screen , Clear )
{
PARAM_PROLOGUE ;
PARAM_INT ( x1 ) ;
PARAM_INT ( y1 ) ;
PARAM_INT ( x2 ) ;
PARAM_INT ( y2 ) ;
PARAM_INT ( color ) ;
PARAM_INT ( palcol ) ;
if ( ! twod - > HasBegun2D ( ) ) ThrowAbortException ( X_OTHER , " Attempt to draw to screen outside a draw function " ) ;
ClearRect ( twod , x1 , y1 , x2 , y2 , palcol , color ) ;
return 0 ;
}
//==========================================================================
//
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// DoDim
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//
// Applies a colored overlay to an area of the screen.
//
//==========================================================================
void DoDim ( F2DDrawer * drawer , PalEntry color , float amount , int x1 , int y1 , int w , int h , FRenderStyle * style )
{
if ( amount < = 0 )
{
return ;
}
if ( amount > 1 )
{
amount = 1 ;
}
drawer - > AddColorOnlyQuad ( x1 , y1 , w , h , ( color . d & 0xffffff ) | ( int ( amount * 255 ) < < 24 ) , style ) ;
}
void Dim ( F2DDrawer * drawer , PalEntry color , float damount , int x1 , int y1 , int w , int h , FRenderStyle * style )
{
auto clipleft = drawer - > clipleft ;
auto cliptop = drawer - > cliptop ;
auto clipwidth = drawer - > clipwidth ;
auto clipheight = drawer - > clipheight ;
if ( clipwidth > = 0 & & clipheight > = 0 )
{
if ( x1 < clipleft )
{
w - = ( clipleft - x1 ) ;
x1 = clipleft ;
}
if ( w > clipwidth ) w = clipwidth ;
if ( w < = 0 ) return ;
if ( y1 < cliptop )
{
h - = ( cliptop - y1 ) ;
y1 = cliptop ;
}
if ( h > clipheight ) h = clipheight ;
if ( h < = 0 ) return ;
}
DoDim ( drawer , color , damount , x1 , y1 , w , h , style ) ;
}
DEFINE_ACTION_FUNCTION ( _Screen , Dim )
{
PARAM_PROLOGUE ;
PARAM_INT ( color ) ;
PARAM_FLOAT ( amount ) ;
PARAM_INT ( x1 ) ;
PARAM_INT ( y1 ) ;
PARAM_INT ( w ) ;
PARAM_INT ( h ) ;
if ( ! twod - > HasBegun2D ( ) ) ThrowAbortException ( X_OTHER , " Attempt to draw to screen outside a draw function " ) ;
Dim ( twod , color , float ( amount ) , x1 , y1 , w , h ) ;
return 0 ;
}
//==========================================================================
//
// screen->DrawBorder
//
//==========================================================================
void DrawBorder ( F2DDrawer * drawer , FTextureID picnum , int x1 , int y1 , int x2 , int y2 )
{
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int filltype = ( ui_screenborder_classic_scaling ) ? - 1 : 0 ;
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if ( picnum . isValid ( ) )
{
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drawer - > AddFlatFill ( x1 , y1 , x2 , y2 , TexMan . GetGameTexture ( picnum , false ) , filltype ) ;
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}
else
{
ClearRect ( drawer , x1 , y1 , x2 , y2 , 0 , 0 ) ;
}
}
//==========================================================================
//
// V_DrawFrame
//
// Draw a frame around the specified area using the view border
// frame graphics. The border is drawn outside the area, not in it.
//
//==========================================================================
void DrawFrame ( F2DDrawer * twod , PalEntry color , int left , int top , int width , int height , int thickness )
{
// Sanity check for incomplete gameinfo
int offset = thickness = = - 1 ? twod - > GetHeight ( ) / 400 : thickness ;
int right = left + width ;
int bottom = top + height ;
// Draw top and bottom sides.
twod - > AddColorOnlyQuad ( left , top - offset , width , offset , color ) ;
twod - > AddColorOnlyQuad ( left - offset , top - offset , offset , height + 2 * offset , color ) ;
twod - > AddColorOnlyQuad ( left , bottom , width , offset , color ) ;
twod - > AddColorOnlyQuad ( right , top - offset , offset , height + 2 * offset , color ) ;
}
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void V_CalcCleanFacs ( int designwidth , int designheight , int realwidth , int realheight , int * cleanx , int * cleany , int * _cx1 , int * _cx2 )
{
if ( designheight < 240 & & realheight > = 480 ) designheight = 240 ;
* cleanx = * cleany = std : : min ( realwidth / designwidth , realheight / designheight ) ;
}