/* ** 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 #include #include "v_draw.h" #include "vm.h" #include "texturemanager.h" #include "r_videoscale.h" #include "c_cvars.h" EXTERN_CVAR(Int, vid_aspect) EXTERN_CVAR(Int, uiscale) CVAR(Bool, ui_screenborder_classic_scaling, true, CVAR_ARCHIVE) // vid_allowtrueultrawide - preserve the classic behavior of stretching screen elements to 16:9 when false // Defaults to "true" now because "21:9" (actually actually 64:27) screens are becoming more common, it's // nonsense that graphics should not be able to actually use that extra screen space. extern bool setsizeneeded; CUSTOM_CVAR(Int, vid_allowtrueultrawide, 1, CVAR_ARCHIVE|CVAR_NOINITCALL) { setsizeneeded = true; } 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); // 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, 64 / 27.0f // 21:9 is actually 64:27 in reality - pow(4/3, 3.0) - https://en.wikipedia.org/wiki/21:9_aspect_ratio }; 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 = max(1, min(vscale, 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 = std::max(vmax, hmax); return std::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() / 720; int hscale = drawer->GetWidth() / 1280; scaleval = max(1, min(vscale, 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 = std::max(vmax, hmax); return std::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 // //========================================================================== static void DoDrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int tags_first, Va_List& tags) { DrawParms parms; if (!img || !img->isValid()) return; bool res = ParseDrawTextureTags(drawer, img, x, y, tags_first, tags, &parms, false); va_end(tags.list); if (!res) { return; } drawer->AddTexture(img, parms); } void DrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int tags_first, ...) { Va_List tags; va_start(tags.list, tags_first); DoDrawTexture(drawer, img, x, y, tags_first, tags); } void DrawTexture(F2DDrawer *drawer, FTextureID texid, bool animate, double x, double y, int tags_first, ...) { Va_List tags; va_start(tags.list, tags_first); auto img = TexMan.GetGameTexture(texid, animate); DoDrawTexture(drawer, img, x, y, tags_first, tags); } //========================================================================== // // ZScript texture drawing function // //========================================================================== int ListGetInt(VMVa_List &tags); static void DoDrawTexture(F2DDrawer *drawer, FGameTexture *img, double x, double y, VMVa_List &args) { DrawParms parms; uint32_t tag = ListGetInt(args); if (!img || !img->isValid()) return; 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"); auto tex = TexMan.GameByIndex(texid, animate); VMVa_List args = { param + 4, 0, numparam - 5, va_reginfo + 4 }; DoDrawTexture(twod, tex, x, y, args); return 0; } //========================================================================== // // ZScript arbitrary textured shape drawing functions // //========================================================================== void DrawShape(F2DDrawer *drawer, FGameTexture *img, DShape2D *shape, int tags_first, ...) { 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); } void DrawShape(F2DDrawer *drawer, FGameTexture *img, DShape2D *shape, VMVa_List &args) { 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"); auto tex = TexMan.GameByIndex(texid, animate); 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; } DEFINE_ACTION_FUNCTION(_Screen, ClearScreen) { PARAM_PROLOGUE; twod->ClearScreen(); return 0; } DEFINE_ACTION_FUNCTION(_Screen, SetScreenFade) { PARAM_PROLOGUE; PARAM_FLOAT(x); twod->SetScreenFade(float(x)); 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); } void CalcFullscreenScale(DrawParms *parms, double srcwidth, double srcheight, int oautoaspect, DoubleRect &rect) { auto GetWidth = [=]() { return parms->viewport.width; }; auto GetHeight = [=]() {return parms->viewport.height; }; int autoaspect = oautoaspect; if (autoaspect == FSMode_ScaleToScreen) { rect.left = rect.top = 0; rect.width = GetWidth(); rect.height = GetHeight(); return; } double aspect; if (srcheight == 200) srcheight = 240.; else if (srcheight == 400) srcheight = 480; aspect = srcwidth / srcheight; rect.left = rect.top = 0; auto screenratio = ActiveRatio(GetWidth(), GetHeight()); if (autoaspect == FSMode_ScaleToFit43 || autoaspect == FSMode_ScaleToFit43Top || autoaspect == FSMode_ScaleToFit43Bottom) { // screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image if (screenratio >= aspect || aspect < 1.4) autoaspect = FSMode_ScaleToFit; else if (screenratio > 1.32) autoaspect = FSMode_ScaleToFill; // 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.left = (double)GetWidth() * (-(srcwidth - width4_3) / 2) / width4_3; switch (oautoaspect) { default: rect.top = (GetHeight() - rect.height) / 2; break; case FSMode_ScaleToFit43Top: rect.top = 0; break; case FSMode_ScaleToFit43Bottom: rect.top = (GetHeight() - rect.height); break; } return; } } if (autoaspect == FSMode_ScaleToHeight || (screenratio > aspect) ^ (autoaspect == FSMode_ScaleToFill)) { // 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; switch (oautoaspect) { default: rect.top = (GetHeight() - rect.height) / 2; break; case FSMode_ScaleToFit43Top: rect.top = 0; break; case FSMode_ScaleToFit43Bottom: rect.top = (GetHeight() - rect.height); break; } } } void GetFullscreenRect(double width, double height, int fsmode, DoubleRect* rect) { DrawParms parms; parms.viewport.width = twod->GetWidth(); parms.viewport.height = twod->GetHeight(); CalcFullscreenScale(&parms, width, height, fsmode, *rect); } DEFINE_ACTION_FUNCTION(_Screen, GetFullscreenRect) { PARAM_PROLOGUE; PARAM_FLOAT(virtw); PARAM_FLOAT(virth); PARAM_INT(fsmode); DrawParms parms; DoubleRect rect; parms.viewport.width = twod->GetWidth(); parms.viewport.height = twod->GetHeight(); CalcFullscreenScale(&parms, virtw, virth, fsmode, rect); if (numret >= 1) ret[0].SetFloat(rect.left); if (numret >= 2) ret[1].SetFloat(rect.top); if (numret >= 3) ret[2].SetFloat(rect.width); if (numret >= 4) ret[3].SetFloat(rect.height); return min(numret, 4); } //========================================================================== // // Draw parameter parsing // //========================================================================== bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, double xx, double yy) { auto GetWidth = [=]() { return parms->viewport.width; }; auto GetHeight = [=]() {return parms->viewport.height; }; if (img != NULL) { parms->x = xx; parms->y = yy; parms->texwidth = img->GetDisplayWidth(); parms->texheight = img->GetDisplayHeight(); 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) { parms->destwidth = parms->texwidth; } if (parms->destheight == INT_MAX || parms->fortext) { parms->destheight = parms->texheight; } parms->destwidth *= parms->patchscalex; parms->destheight *= parms->patchscaley; if (parms->flipoffsets && parms->flipY) parms->top = parms->texheight - parms->top; if (parms->flipoffsets && parms->flipX) parms->left = parms->texwidth - parms->left; 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_CleanTop: parms->x = (parms->x - 160.0) * CleanXfac + (GetWidth() * 0.5); parms->y = (parms->y) * CleanYfac; 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; case DTA_Base: if (parms->fsscalemode > 0) { // First calculate the destination rect for an image of the given size and then reposition this object in it. DoubleRect rect; CalcFullscreenScale(parms, parms->virtWidth, parms->virtHeight, parms->fsscalemode, rect); 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; parms->y = parms->viewport.top + rect.top + parms->y * rect.height / parms->virtHeight; parms->destwidth = parms->destwidth * rect.width / parms->virtWidth; parms->destheight = parms->destheight * rect.height / parms->virtHeight; return false; } break; case DTA_Fullscreen: case DTA_FullscreenEx: { DoubleRect rect; CalcFullscreenScale(parms, parms->texwidth, parms->texheight, parms->fsscalemode, rect); parms->keepratio = -1; parms->x = parms->viewport.left + rect.left; parms->y = parms->viewport.top + rect.top; parms->destwidth = rect.width; parms->destheight = rect.height; parms->top = parms->left = 0; 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()) { VirtualToRealCoords(drawer, GetWidth(), GetHeight(), parms->x, parms->y, parms->destwidth, parms->destheight, parms->virtWidth, parms->virtHeight, parms->virtBottom, !parms->keepratio); } parms->x += parms->viewport.left; parms->y += parms->viewport.top; } 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 bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext) { INTBOOL boolval; int intval; 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; 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; 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; parms->fsscalemode = -1; parms->patchscalex = parms->patchscaley = 1; parms->viewport = { 0,0,drawer->GetWidth(), drawer->GetHeight() }; parms->rotateangle = 0; parms->flipoffsets = false; parms->indexed = false; parms->nooffset = false; // 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: case DTA_CleanTop: 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; case DTA_FullscreenScale: intval = ListGetInt(tags); if (intval >= FSMode_None && intval < FSMode_Max) { parms->fsscalemode = (int8_t)intval; } else if (intval >= FSMode_Predefined && intval < FSMode_Predefined_Max) { static const uint8_t modes[] = { FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43Top}; static const uint16_t widths[] = { 320, 320, 640, 640, 320}; static const uint16_t heights[] = { 200, 240, 400, 480, 200}; parms->fsscalemode = modes[intval - FSMode_Predefined]; parms->virtWidth = widths[intval - FSMode_Predefined]; parms->virtHeight = heights[intval - FSMode_Predefined]; } break; 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; parms->virtWidth = img->GetDisplayWidth(); parms->virtHeight = img->GetDisplayHeight(); } 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; parms->virtWidth = img->GetDisplayWidth(); parms->virtHeight = img->GetDisplayHeight(); } break; case DTA_Alpha: parms->Alpha = (float)(min(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_FlipOffsets: parms->flipoffsets = ListGetInt(tags); break; case DTA_NoOffset: parms->nooffset = ListGetInt(tags); break; case DTA_SrcX: parms->srcx = ListGetDouble(tags) / img->GetDisplayWidth(); break; case DTA_SrcY: parms->srcy = ListGetDouble(tags) / img->GetDisplayHeight(); break; case DTA_SrcWidth: parms->srcwidth = ListGetDouble(tags) / img->GetDisplayWidth(); break; case DTA_SrcHeight: parms->srcheight = ListGetDouble(tags) / img->GetDisplayHeight(); 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; case DTA_TopLeft: assert(fortext == false); if (fortext) return false; if (ListGetInt(tags)) { parms->left = 0; parms->top = 0; } break; case DTA_CenterOffset: assert(fortext == false); if (fortext) return false; if (ListGetInt(tags)) { parms->left = img->GetDisplayWidth() * 0.5; parms->top = img->GetDisplayHeight() * 0.5; } break; case DTA_CenterOffsetRel: assert(fortext == false); if (fortext) return false; intval = ListGetInt(tags); if (intval == 1) { parms->left = img->GetDisplayLeftOffset() + (img->GetDisplayWidth() * 0.5); parms->top = img->GetDisplayTopOffset() + (img->GetDisplayHeight() * 0.5); } else if (intval == 2) { parms->left = img->GetDisplayLeftOffset() + floor(img->GetDisplayWidth() * 0.5); parms->top = img->GetDisplayTopOffset() + floor(img->GetDisplayHeight() * 0.5); } break; case DTA_CenterBottomOffset: assert(fortext == false); if (fortext) return false; if (ListGetInt(tags)) { parms->left = img->GetDisplayWidth() * 0.5; parms->top = img->GetDisplayHeight(); } 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; case DTA_ScaleX: parms->patchscalex = ListGetDouble(tags); break; case DTA_ScaleY: parms->patchscaley = ListGetDouble(tags); break; case DTA_Masked: parms->masked = ListGetInt(tags); break; case DTA_BilinearFilter: parms->bilinear = ListGetInt(tags); break; case DTA_KeepRatio: parms->keepratio = ListGetInt(tags) ? -1 : 0; break; case DTA_Pin: 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; 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; case DTA_Rotate: assert(fortext == false); if (fortext) return false; parms->rotateangle = ListGetDouble(tags); break; case DTA_Indexed: parms->indexed = !!ListGetInt(tags); break; } tag = ListGetInt(tags); } ListEnd(tags); if (parms->virtWidth == INT_MAX) parms->virtWidth = parms->viewport.width; if (parms->virtHeight == INT_MAX) parms->virtHeight = parms->viewport.height; 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. template bool ParseDrawTextureTags(F2DDrawer* drawer, FGameTexture *img, double x, double y, uint32_t tag, Va_List& tags, DrawParms *parms, bool fortext); template bool ParseDrawTextureTags(F2DDrawer* drawer, FGameTexture *img, double x, double y, uint32_t tag, VMVa_List& tags, DrawParms *parms, bool fortext); //========================================================================== // // Coordinate conversion // //========================================================================== 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) { float myratio = float(handleaspect ? ActiveRatio (Width, Height) : (4.0 / 3.0)); // if 21:9 AR, map to 16:9 for all callers. // this allows for black bars and stops the stretching of fullscreen images switch (vid_allowtrueultrawide) { case 1: default: myratio = min(64.0f / 27.0f, myratio); break; case 0: myratio = min(16.0f / 9.0f, myratio); case -1: break; } 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; } } 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); } 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; } //========================================================================== // // ClearRect // // 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; } //========================================================================== // // DoDim // // 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); PARAM_INT(style); if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function"); Dim(twod, color, float(amount), x1, y1, w, h, &LegacyRenderStyles[style]); return 0; } //========================================================================== // // screen->DrawBorder // //========================================================================== void DrawBorder (F2DDrawer *drawer, FTextureID picnum, int x1, int y1, int x2, int y2) { int filltype = (ui_screenborder_classic_scaling) ? -1 : 0; if (picnum.isValid()) { drawer->AddFlatFill (x1, y1, x2, y2, TexMan.GetGameTexture(picnum, false), filltype); } 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); } DEFINE_ACTION_FUNCTION(_Screen, DrawLineFrame) { PARAM_PROLOGUE; PARAM_COLOR(color); PARAM_INT(left); PARAM_INT(top); PARAM_INT(width); PARAM_INT(height); PARAM_INT(thickness); DrawFrame(twod, color, left, top, width, height, thickness); return 0; } 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 = min(realwidth / designwidth, realheight / designheight); } DEFINE_ACTION_FUNCTION(_Screen, SetOffset) { PARAM_PROLOGUE; PARAM_FLOAT(x); PARAM_FLOAT(y); ACTION_RETURN_VEC2(twod->SetOffset(DVector2(x, y))); }