raze/source/core/gamehud.cpp

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/*
** gamehud.cpp
**
** Management of HUD elements
**
**---------------------------------------------------------------------------
** Copyright 2019-2021 Christoph Oelckers
** 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 <memory>
#include <assert.h>
#include "gamehud.h"
#include "textures.h"
#include "palette.h"
#include "gamecontrol.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "build.h"
#include "v_draw.h"
#include "v_font.h"
#include "gamestruct.h"
#include "gamefuncs.h"
#include "gamestate.h"
#include "version.h"
#include "texinfo.h"
#include "buildtiles.h"
F2DDrawer twodpsp;
void hud_drawsprite(double sx, double sy, double sz, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha)
{
sz *= 1. / 65536.;
alpha *= (dastat & RS_TRANS1)? glblend[0].def[!!(dastat & RS_TRANS2)].alpha : 1.;
int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum);
auto tex = tileGetTexture(picnum, true);
DrawTexture(&twodpsp, tex, sx, sy,
DTA_ScaleX, sz, DTA_ScaleY, sz,
DTA_Color, shadeToLight(dashade),
DTA_TranslationIndex, palid,
DTA_ViewportX, viewport3d.Left(), DTA_ViewportY, viewport3d.Top(),
DTA_ViewportWidth, viewport3d.Width(), DTA_ViewportHeight, viewport3d.Height(),
DTA_FullscreenScale, (dastat & RS_STRETCH)? FSMode_ScaleToScreen: FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_CenterOffsetRel, (dastat & (RS_TOPLEFT | RS_CENTER))? 0:2,
DTA_TopLeft, !!(dastat & RS_TOPLEFT),
DTA_CenterOffset, !!(dastat & RS_CENTER),
DTA_FlipX, !!(dastat & RS_XFLIPHUD),
DTA_FlipY, !!(dastat & RS_YFLIPHUD),
DTA_Pin, (dastat & RS_ALIGN_R) ? 1 : (dastat & RS_ALIGN_L) ? -1 : 0,
DTA_Rotate, a,
DTA_FlipOffsets, !(dastat & (/*RS_TOPLEFT |*/ RS_CENTER)),
DTA_Alpha, alpha,
TAG_DONE);
}
//==========================================================================
//
// DFrameBuffer :: DrawRateStuff
//
// Draws the fps counter, dot ticker, and palette debug.
//
//==========================================================================
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EXTERN_CVAR(Bool, vid_fps)
static FString statFPS()
{
static int32_t frameCount;
static double lastFrameTime;
static double cumulativeFrameDelay;
static double lastFPS;
FString output;
double frameTime = I_msTimeF();
double frameDelay = frameTime - lastFrameTime;
cumulativeFrameDelay += frameDelay;
frameCount++;
if (frameDelay >= 0)
{
output.AppendFormat("%5.1f fps", lastFPS);
if (frameDelay < 10) output.AppendFormat(" ");
output.AppendFormat(" (%.1f ms)\n", frameDelay);
if (cumulativeFrameDelay >= 1000.0)
{
lastFPS = 1000. * frameCount / cumulativeFrameDelay;
frameCount = 0;
cumulativeFrameDelay = 0.0;
}
}
lastFrameTime = frameTime;
return output;
}
void DrawRateStuff()
{
// Draws frame time and cumulative fps
if (vid_fps)
{
FString fpsbuff = statFPS();
int textScale = active_con_scale(twod_blend);
int rate_x = (screen->GetWidth() / 2) / textScale - (NewConsoleFont->StringWidth(&fpsbuff[0]) / 2);
Squashed commit of the following: commit 57ebeb79e204527bb42256ba0499fae2655dde04 Author: Simon <simonbrown77@googlemail.com> Date: Thu Feb 16 22:07:38 2023 +0000 Fixed issue with FrameSetup being called in the wrong place this seemed to limit the correctly submitted frames to 60 fps! commit 16299b3f8a4417978d988fce62db9572a879a3f6 Author: Simon <simonbrown77@googlemail.com> Date: Tue Feb 14 20:51:03 2023 +0000 Get floor height offset correct for each game commit fa74cf0559b00b2b3fe495bd63f3d2591c5666e4 Author: Simon <simonbrown77@googlemail.com> Date: Tue Feb 14 20:37:29 2023 +0000 Clean exit on Pico & Quest and gold tier patron credit screen commit deb2c35988322a6e05f76f01fb867856b495b7a2 Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 22:22:29 2023 +0000 Number of small changed - Hide crosshair if it isn't needed - Don't draw black bar when drawing FPS counter - added roll in to the weapon sprite - If drawing full screen mode always use orthographic projection commit f1a165add78e97ffde804c86a00eda984c9b1d16 Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 21:44:42 2023 +0000 FInal changes to get MV rendering correctly commit 936f079db8e90756fe09fceae7b67a9c46d214cb Merge: 06a99dbaf f8c1f49e6 Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 11:29:23 2023 +0000 Merge branch 'multiview' into direct-eye-buffers commit 06a99dbafbde961d2cd5ec1fb459e51a283da098 Author: Simon <simonbrown77@googlemail.com> Date: Mon Feb 13 11:26:44 2023 +0000 Implementation using no additional frame buffers commit f8c1f49e6f7599bff4e779bc933f35ec9aa3cbf4 Author: Simon <simonbrown77@googlemail.com> Date: Sun Feb 12 11:19:27 2023 +0000 Failed attempt at multiview
2023-02-16 22:09:25 +00:00
//twod->AddColorOnlyQuad(rate_x * textScale, 0, screen->GetWidth(), NewConsoleFont->GetHeight() * textScale, MAKEARGB(255, 0, 0, 0));
DrawText(twod_blend, NewConsoleFont, CR_WHITE, rate_x, screen->GetHeight() / 2, (char*)&fpsbuff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
}
}
void DrawVersionString ()
{
static uint64_t first = screen->FrameTime;
//Only show version string for 5 seconds
if ((screen->FrameTime - first) > 15000)
{
return;
}
if (gamestate == GS_STARTUP ||
gamestate == GS_DEMOSCREEN) {
char buff[60];
int textScale = active_con_scale(twod) * 3;
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mysnprintf(buff, countof(buff), "Team Beef Presents - %s (Raze ver. %s)", RAZEXR_VERSIONSTR, VERSIONSTR);
DrawText(twod, ConFont, CR_WHITE, 0, 0, (char *) &buff[0],
DTA_VirtualWidth, screen->GetWidth() / textScale,
DTA_VirtualHeight, screen->GetHeight() / textScale,
DTA_KeepRatio, true, TAG_DONE);
}
}