/* ** Enhanced heads up 'overlay' for fullscreen ** **--------------------------------------------------------------------------- ** Copyright 2003-2008 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. **--------------------------------------------------------------------------- ** */ struct HudStats { String healthicon; int healthtranslation; int healthvalue; Array armoricons; Array armortranslations; Array armorvalues; Array weaponicons; Array weapontranslations; int weaponselect; Array ammoicons; Array ammotranslations; Array ammovalues; Array ammomaxvalues; Array ammoaltvalues; int ammoselect; Array keyicons; Array keytranslations; Array inventoryicons; Array inventoryamounts; // negative values can be used for special states (-1: "ON", -2: "OFF", -3: "AUTO") int inventoryselect; StatsPrintInfo info; void Clear() { healthicon = ""; healthvalue = 0; healthtranslation = 0; armoricons.Clear(); armortranslations.Clear(); armorvalues.Clear(); ammoicons.Clear(); ammotranslations.Clear(); ammovalues.Clear(); ammomaxvalues.Clear(); ammoaltvalues.Clear(); weaponicons.Clear(); weapontranslations.Clear(); keyicons.Clear(); keytranslations.Clear(); inventoryicons.Clear(); inventoryamounts.Clear(); } }; class AltHud ui { TextureID invgem_left, invgem_right; int hudwidth, hudheight; int statspace; Font HudFont; // The font for the health and armor display Font IndexFont; // The font for the inventory indices Font StatFont; int HudFontOffset; const POWERUPICONSIZE = 32; HudStats currentStats; // must be filled in by the status bar. virtual void Init() { HudFont = BigFont; // Strife doesn't have anything nice so use the standard font if (Raze.isBlood()) HudFont = Font.GetFont("HUDFONT_BLOOD"); else if (Raze.isDuke()) HudFontOffset = 6; IndexFont = Font.GetFont("HUDINDEXFONT"); if (IndexFont == NULL) IndexFont = ConFont; // Emergency fallback if (!Raze.isNamWW2GI()) StatFont = SmallFont; else StatFont = ConFont; invgem_left = TexMan.CheckForTexture("INVGEML1", TexMan.Type_MiscPatch); invgem_right = TexMan.CheckForTexture("INVGEMR1", TexMan.Type_MiscPatch); statspace = StatFont.StringWidth("Ac:"); } //--------------------------------------------------------------------------- // // Draws an image into a box with its bottom center at the bottom // center of the box. The image is scaled down if it doesn't fit // //--------------------------------------------------------------------------- void DrawImageToBox(TextureID tex, int x, int y, int w, int h, double trans = 0.75, bool animate = false, int translation = 0) { double scale1, scale2; if (tex) { let texsize = TexMan.GetScaledSize(tex); if (w < texsize.X) scale1 = w / texsize.X; else scale1 = 1.0; if (h < texsize.Y) scale2 = h / texsize.Y; else scale2 = 1.0; scale1 = min(scale1, scale2); if (scale2 < scale1) scale1=scale2; x += w >> 1; y += h; w = (int)(texsize.X * scale1); h = (int)(texsize.Y * scale1); screen.DrawTexture(tex, animate, x, y, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans, DTA_TranslationIndex, translation, DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1); } } //--------------------------------------------------------------------------- // // Draws a text but uses a fixed width for all characters // //--------------------------------------------------------------------------- void DrawHudText(Font fnt, int color, String text, int x, int y, double trans = 0.75) { if (fnt == HudFont) y += HudFontOffset; int zerowidth = fnt.GetCharWidth("0"); screen.DrawText(fnt, color, x, y-fnt.GetHeight(), text, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_KeepRatio, true, DTA_Alpha, trans, DTA_Monospace, MONO_CellCenter, DTA_Spacing, zerowidth); } //--------------------------------------------------------------------------- // // Draws a number with a fixed width for all digits // //--------------------------------------------------------------------------- void DrawHudNumber(Font fnt, int color, int num, int x, int y, double trans = 0.75) { DrawHudText(fnt, color, String.Format("%d", num), x, y, trans); } //--------------------------------------------------------------------------- // // Draws a time string as hh:mm:ss // //--------------------------------------------------------------------------- virtual void DrawTimeString(Font fnt, int color, int seconds, int x, int y, double trans = 0.75) { String s = String.Format("%02i:%02i:%02i", seconds / 3600, (seconds % 3600) / 60, seconds % 60); int length = 8 * fnt.GetCharWidth("0"); DrawHudText(fnt, color, s, x-length, y, trans); } //=========================================================================== // // draw the status (number of kills etc) // //=========================================================================== virtual void DrawStatLine(int x, in out int y, String prefix, String text) { y -= StatFont.GetHeight()-1; screen.DrawText(StatFont, Font.CR_UNTRANSLATED, x, y, prefix, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75); screen.DrawText(StatFont, Font.CR_UNTRANSLATED, x+statspace, y, text, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75); } virtual void DrawStatus(SummaryInfo stats, int x, int y) { //if (!deathmatch) { if (hud_showsecrets && stats.maxsecrets > 0) { String prefix = String.Format("%sS:", currentStats.info.letterColor); String text = String.Format("%s%d/%d", stats.secrets >= stats.maxsecrets ? currentStats.info.completeColor : currentStats.info.standardColor, stats.secrets, stats.maxsecrets); if (stats.supersecrets > 0) text.AppendFormat("+%d", stats.supersecrets); DrawStatLine(x, y, prefix, text); } if (hud_showkills && stats.maxkills != -1) { String prefix; String text; if (stats.maxkills == -3) prefix = String.Format("%sF:", currentStats.info.letterColor); else prefix = String.Format("%sK:", currentStats.info.letterColor); if (stats.maxkills == -3) text = String.Format("%s%d", currentStats.info.standardColor, stats.kills); else if (stats.maxkills == -2) text = String.Format("%s%d", currentStats.info.standardColor, stats.kills); else text = String.Format("%s%d/%d", stats.kills == stats.maxkills ? currentStats.info.completeColor : currentStats.info.standardColor, stats.kills, stats.maxkills); DrawStatLine(x, y, prefix, text); } if (hud_showtimestat) { String prefix = String.Format("%sT:", currentStats.info.letterColor); String text; let seconds = stats.time / 1000; if (seconds >= 3600) text = String.Format("%s%02i:%02i:%02i", currentStats.info.standardColor, seconds / 3600, (seconds % 3600) / 60, seconds % 60); else text = String.Format("%s%02i:%02i", currentStats.info.standardColor, seconds / 60, seconds % 60); DrawStatLine(x, y, prefix, text); } } } //=========================================================================== // // draw health // //=========================================================================== virtual void DrawHealth(int x, int y) { int health = currentStats.healthvalue; // decide on the color first int fontcolor = health < hud_health_red ? Font.CR_RED : health < hud_health_yellow ? Font.CR_GOLD : health <= hud_health_green ? Font.CR_GREEN : Font.CR_BLUE; DrawImageToBox(TexMan.CheckForTexture(currentStats.healthicon), x, y, 31, 17, 0.75, true); DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17); } //=========================================================================== // // Draw Armor. // very similar to drawhealth, but adapted to handle Hexen armor too // //=========================================================================== virtual void DrawArmor(int xx, int y) { // Todo: need to figure out how to display Blood's 3 armors without blowing the layout int x = xx; for(int i = 0; i < currentStats.armoricons.Size(); i++) { int ap = currentStats.armorvalues[i]; if (ap) { // decide on color int fontcolor = ap < hud_armor_red ? Font.CR_RED : ap < hud_armor_yellow ? Font.CR_GOLD : ap <= hud_armor_green ? Font.CR_GREEN : Font.CR_BLUE; DrawImageToBox(TexMan.CheckForTexture(currentStats.armoricons[i]), x, y, 31, 17, 0.75, true); DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17); x += 60; } } } //=========================================================================== // // KEYS // //=========================================================================== //--------------------------------------------------------------------------- // // Draw one key // //--------------------------------------------------------------------------- virtual bool DrawOneKey(int x, int y, int keyindex) { TextureID icon = TexMan.CheckForTexture(currentstats.keyicons[keyindex]); if (icon.isValid()) { int trans = 0; if (currentStats.keytranslations.Size()) trans = currentStats.keytranslations[keyindex]; DrawImageToBox(icon, x, y, 8, 10, 0.75, false, trans); return true; } return false; } //--------------------------------------------------------------------------- // // Draw all keys // //--------------------------------------------------------------------------- virtual int DrawKeys(int x, int y) { int yo = y; int xo = x; int i; int c = 0; // Go through the list in reverse order of definition, because we start at the right. for(int i = currentStats.keyicons.Size() - 1; i >= 0; i--) { if (DrawOneKey(x - 9, y, i)) { x -= 9; if (++c >= 10) { x = xo; y -= 11; c = 0; } } } if (x == xo && y != yo) y += 11; // undo the last wrap if the current line is empty. return y - 11; } //--------------------------------------------------------------------------- // // Drawing Ammo helpers // //--------------------------------------------------------------------------- static int GetDigitCount(int value) { int digits = 0; do { value /= 10; ++digits; } while (0 != value); return digits; } int, int GetAmmoTextLengths() { int tammomax = 0, tammocur = 0; for(int i = 0; i < currentStats.ammovalues.Size(); i++) { int ammomax = currentstats.ammomaxvalues[i], ammocur = currentstats.ammovalues[i]; tammocur = MAX(ammocur, tammocur); tammomax = MAX(ammomax, tammomax); } return GetDigitCount(tammocur), GetDigitCount(tammomax); } //--------------------------------------------------------------------------- // // Drawing Ammo // //--------------------------------------------------------------------------- virtual int DrawAmmo(int x, int y) { int ammocurlen = 0; int ammomaxlen = 0; [ammocurlen, ammomaxlen] = GetAmmoTextLengths(); String buf = String.Format("%0*d/%0*d", ammocurlen, 0, ammomaxlen, 0); int def_width = ConFont.StringWidth(buf); int yadd = ConFont.GetHeight(); int xtext = x - def_width; int ximage = x; if (hud_ammo_order > 0) { xtext -= 24; ximage -= 20; } else { ximage -= def_width + 20; } // Go through the list in reverse order of definition, because we start at the right. for(int i = currentStats.ammoicons.Size() - 1; i >= 0; i--) { int curammo = currentStats.ammovalues[i]; int maxammo = currentStats.ammomaxvalues[i]; double trans= i == currentstats.ammoselect ? 0.75 : 0.375; // buf = String.Format("%d/%d", ammo, maxammo); buf = String.Format("%*d/%*d", ammocurlen, curammo, ammomaxlen, maxammo); int tex_width= clamp(ConFont.StringWidth(buf) - def_width, 0, 1000); int fontcolor=( !maxammo ? Font.CR_GRAY : curammo < ( (maxammo * hud_ammo_red) / 100) ? Font.CR_RED : curammo < ( (maxammo * hud_ammo_yellow) / 100) ? Font.CR_GOLD : Font.CR_GREEN ); DrawHudText(ConFont, fontcolor, buf, xtext-tex_width, y+yadd, trans); DrawImageToBox(TexMan.CheckForTexture(currentStats.ammoicons[i]), ximage, y, 16, 8, trans); y-=10; } return y; } //--------------------------------------------------------------------------- // // Drawing weapons // //--------------------------------------------------------------------------- virtual void DrawOneWeapon(int x, in out int y, int weapon) { double trans = weapon == currentstats.weaponselect? 0.85 : 0.4; TextureID picnum = TexMan.CheckForTexture(currentstats.weaponicons[weapon]); if (picnum.isValid()) { // don't draw tall sprites too small. int w, h; [w, h] = TexMan.GetSize(picnum); int rh; if (w > h) rh = 8; else { rh = 16; y -= 8; } DrawImageToBox(picnum, x-24, y, 20, rh, trans); y-=10; } } virtual void DrawWeapons(int x, int y) { // Go through the list in reverse order of definition, because we start at the right. for(int i = currentStats.weaponicons.Size() - 1; i >= 0; i--) { DrawOneWeapon(x, y, i); } } //--------------------------------------------------------------------------- // // Draw the Inventory // //--------------------------------------------------------------------------- virtual void DrawInventory(int x,int y) { int numitems = (hudwidth - 2*x) / 32; int i; int item = 0;//StatusBar.ValidateInvFirst(numitems); if(item != 0) { screen.DrawTexture(invgem_left, true, x-10, y, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4); } int itemcount = currentstats.inventoryicons.Size(); for(i = 0; i < itemcount;) { int amount = currentstats.inventoryamounts[i]; double trans = i == currentstats.inventoryselect ? 1.0 : 0.4; DrawImageToBox(TexMan.CheckForTexture(currentstats.inventoryicons[i]), x, y, 19, 25, trans, true); if (amount > 0) { String buffer = String.Format("%d", amount); int xx = amount >= 100? 18 : 22; screen.DrawText(IndexFont, Font.CR_GOLD, x+xx, y+20, buffer, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans); } x+=32; i++; if (item + i == numitems) break; } if(i < itemcount) { screen.DrawTexture(invgem_right, true, x-10, y, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.4); } } //--------------------------------------------------------------------------- // // PROC DrawCoordinates // //--------------------------------------------------------------------------- void DrawCoordinateEntry(int xpos, int ypos, String coordstr) { screen.DrawText(StatFont, hudcolor_xyco, xpos, ypos, coordstr, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight); } virtual void DrawCoordinates(bool withmapname) { /* todo when everything else works. Vector3 pos = (0, 0, 0); String coordstr; int h = StatFont.GetHeight(); int xpos = hudwidth - StatFont.StringWidth("X: -00000")-6; int ypos = 18; if (withmapname) { let font = generic_ui? NewSmallFont : StatFont.CanPrint(Level.LevelName)? StatFont : OriginalSmallFont; int hh = font.GetHeight(); screen.DrawText(font, hudcolor_titl, hudwidth - 6 - font.StringWidth(Level.MapName), ypos, Level.MapName, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight); screen.DrawText(font, hudcolor_titl, hudwidth - 6 - font.StringWidth(Level.LevelName), ypos + hh, Level.LevelName, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight); ypos += 2 * hh + h; } DrawCoordinateEntry(xpos, ypos, String.Format("X: %.0f", pos.X)); ypos += h; DrawCoordinateEntry(xpos, ypos, String.Format("Y: %.0f", pos.Y)); ypos += h; DrawCoordinateEntry(xpos, ypos, String.Format("Z: %.0f", pos.Z)); ypos += h; if (hud_showangles) { DrawCoordinateEntry(xpos, ypos, String.Format("Y: %.0f", Actor.Normalize180(mo.Angle))); ypos += h; DrawCoordinateEntry(xpos, ypos, String.Format("P: %.0f", Actor.Normalize180(mo.Pitch))); ypos += h; DrawCoordinateEntry(xpos, ypos, String.Format("R: %.0f", Actor.Normalize180(mo.Roll))); } */ } //--------------------------------------------------------------------------- // // main drawer // //--------------------------------------------------------------------------- virtual void DrawInGame(SummaryInfo summary) { // No HUD in the title level! if (gamestate == GS_TITLELEVEL) return; DrawStatus(summary, 5, hudheight-50); DrawHealth(5, hudheight - 45); DrawArmor(5, hudheight-20); int y = DrawKeys(hudwidth-4, hudheight-10); y = DrawAmmo(hudwidth-5, y); if (hud_showweapons) DrawWeapons(hudwidth - 5, y); DrawInventory(200, hudheight - 28); } //--------------------------------------------------------------------------- // // automap drawer // //--------------------------------------------------------------------------- virtual void DrawAutomap(SummaryInfo summary) { let font = generic_ui? NewSmallFont : StatFont; int fonth = font.GetHeight() + 1; int bottom = hudheight - 1; /* if (am_showtotaltime) { DrawTimeString(font, hudcolor_ttim, curentstats.totaltime / 1000, hudwidth-2, bottom, 1); bottom -= fonth; } */ if (am_showtime) { let seconds = summary.time / 1000; DrawTimeString(font, hudcolor_ltim, seconds, hudwidth-2, bottom, 1); } let lev = currentlevel; let amstr = String.Format("%s: \034%c%s", lev.GetLabelName(), hudcolor_titl + 65, lev.DisplayName()); font = generic_ui? NewSmallFont : StatFont.CanPrint(amstr)? StatFont : OriginalSmallFont; screen.DrawText(font, Font.CR_BRICK, 2, hudheight - fonth - 1, amstr, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight); } //--------------------------------------------------------------------------- // // main drawer // //--------------------------------------------------------------------------- virtual void Draw(RazeStatusBar stbar, SummaryInfo summary, int w, int h) { hudwidth = w; hudheight = h; stbar.GetAllStats(currentStats); if (automapMode != am_full) { DrawInGame(summary); } else { DrawAutomap(summary); } } }