/* ** shared_sbar.cpp ** Base status bar implementation ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** Copyright 2017 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 #include "templates.h" #include "statusbar.h" #include "c_cvars.h" #include "c_dispatch.h" #include "c_console.h" #include "v_video.h" #include "filesystem.h" #include "s_soundinternal.h" #include "serializer.h" #include "serialize_obj.h" #include "cmdlib.h" #include "vm.h" #include "gstrings.h" #include "utf8.h" #include "texturemanager.h" #include "cmdlib.h" #include "v_draw.h" #include "v_font.h" #include "v_draw.h" #include "../version.h" #define XHAIRSHRINKSIZE (1./18) #define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE) #define POWERUPICONSIZE 32 //IMPLEMENT_CLASS(DHUDFont, true, false); EXTERN_CVAR (Bool, am_showmonsters) EXTERN_CVAR (Bool, am_showsecrets) EXTERN_CVAR (Bool, am_showitems) EXTERN_CVAR (Bool, am_showtime) EXTERN_CVAR (Bool, am_showtotaltime) EXTERN_CVAR (Bool, noisedebug) EXTERN_CVAR (Int, con_scaletext) EXTERN_CVAR(Bool, vid_fps) EXTERN_CVAR(Bool, inter_subtitles) CVAR(Int, newhud_scale, 1, CVAR_ARCHIVE) CVAR(Bool, log_vgafont, false, CVAR_ARCHIVE) DBaseStatusBar *StatusBar; extern int setblocks; FGameTexture *CrosshairImage; static int CrosshairNum; // Stretch status bar to full screen width? CUSTOM_CVAR (Int, st_scale, 0, CVAR_ARCHIVE) { if (self < -1) { self = -1; return; } if (StatusBar) { StatusBar->SetScale(); setsizeneeded = true; } } CUSTOM_CVAR(Bool, hud_aspectscale, false, CVAR_ARCHIVE) { if (StatusBar) { StatusBar->SetScale(); setsizeneeded = true; } } CVAR (Bool, crosshairon, true, CVAR_ARCHIVE); CVAR (Int, crosshair, 0, CVAR_ARCHIVE) CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE) CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE); CVAR (Int, crosshairhealth, 1, CVAR_ARCHIVE); CVAR (Float, crosshairscale, 1.0, CVAR_ARCHIVE); CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE); CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE) { if (self < 0 || self > 2) self = 2; } CVAR (Bool, idmypos, false, 0); //--------------------------------------------------------------------------- // // ST_Clear // //--------------------------------------------------------------------------- void ST_Clear() { if (StatusBar != NULL) { delete StatusBar; StatusBar = NULL; } CrosshairImage = NULL; CrosshairNum = 0; } //--------------------------------------------------------------------------- // // Constructor // //--------------------------------------------------------------------------- DBaseStatusBar::DBaseStatusBar () { CompleteBorder = false; Centering = false; FixedOrigin = false; CrosshairSize = 1.; Displacement = 0; ShowLog = false; defaultScale = { (double)CleanXfac, (double)CleanYfac }; SetSize(0); } static void ValidateResolution(int &hres, int &vres) { if (hres == 0) { static const int HORIZONTAL_RESOLUTION_DEFAULT = 320; hres = HORIZONTAL_RESOLUTION_DEFAULT; } if (vres == 0) { static const int VERTICAL_RESOLUTION_DEFAULT = 200; vres = VERTICAL_RESOLUTION_DEFAULT; } } void DBaseStatusBar::SetSize(int reltop, int hres, int vres, int hhres, int hvres) { ValidateResolution(hres, vres); BaseRelTop = reltop; BaseSBarHorizontalResolution = hres; BaseSBarVerticalResolution = vres; BaseHUDHorizontalResolution = hhres < 0? hres : hhres; BaseHUDVerticalResolution = hvres < 0? vres : hvres; SetDrawSize(reltop, hres, vres); } static void ST_CalcCleanFacs(int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany) { float ratio; int cwidth; int cheight; int cx1, cy1, cx2, cy2; ratio = ActiveRatio(realwidth, realheight); if (AspectTallerThanWide(ratio)) { cwidth = realwidth; cheight = realheight * AspectMultiplier(ratio) / 48; } else { cwidth = realwidth * AspectMultiplier(ratio) / 48; cheight = realheight; } // Use whichever pair of cwidth/cheight or width/height that produces less difference // between CleanXfac and CleanYfac. cx1 = MAX(cwidth / designwidth, 1); cy1 = MAX(cheight / designheight, 1); cx2 = MAX(realwidth / designwidth, 1); cy2 = MAX(realheight / designheight, 1); if (abs(cx1 - cy1) <= abs(cx2 - cy2) || MAX(cx1, cx2) >= 4) { // e.g. 640x360 looks better with this. *cleanx = cx1; *cleany = cy1; } else { // e.g. 720x480 looks better with this. *cleanx = cx2; *cleany = cy2; } if (*cleanx < *cleany) *cleany = *cleanx; else *cleanx = *cleany; } void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres) { ValidateResolution(hres, vres); RelTop = reltop; HorizontalResolution = hres; VerticalResolution = vres; int x, y; ST_CalcCleanFacs(hres, vres, SCREENWIDTH, SCREENHEIGHT, &x, &y); defaultScale = { (double)x, (double)y }; SetScale(); // recalculate positioning info. } //--------------------------------------------------------------------------- // // PROC SetScaled // //--------------------------------------------------------------------------- void DBaseStatusBar::SetScale () { ValidateResolution(HorizontalResolution, VerticalResolution); int w = SCREENWIDTH; int h = SCREENHEIGHT; if (st_scale < 0 || ForcedScale) { // This is the classic fullscreen scale with aspect ratio compensation. int sby = VerticalResolution - RelTop; float aspect = ActiveRatio(w, h); if (!AspectTallerThanWide(aspect)) { // Wider or equal than 4:3 SBarTop = Scale(sby, h, VerticalResolution); double width4_3 = w * 1.333 / aspect; ST_X = int((w - width4_3) / 2); } else { // 5:4 resolution ST_X = 0; // this was far more obtuse before... double height4_3 = h * aspect / 1.333; SBarTop = int(h - height4_3 + sby * height4_3 / VerticalResolution); } Displacement = 0; SBarScale.X = -1; ST_Y = 0; } else { // Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here. // The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution // the resulting scaling factor needs to be reduced accordingly. int realscale = clamp((320 * GetUIScale(twod, st_scale)) / HorizontalResolution, 1, w / HorizontalResolution); double realscaley = realscale * (hud_aspectscale ? 1.2 : 1.); ST_X = (w - HorizontalResolution * realscale) / 2; SBarTop = int(h - RelTop * realscaley); if (RelTop > 0) { Displacement = double((SBarTop * VerticalResolution / h) - (VerticalResolution - RelTop))/RelTop/realscaley; } else { Displacement = 0; } SBarScale.X = realscale; SBarScale.Y = realscaley; ST_Y = int(h - VerticalResolution * realscaley); } } //--------------------------------------------------------------------------- // // PROC GetHUDScale // //--------------------------------------------------------------------------- DVector2 DBaseStatusBar::GetHUDScale() const { int scale; if (newhud_scale < 0 || ForcedScale) // a negative value is the equivalent to the old boolean hud_scale. This can yield different values for x and y for higher resolutions. { return defaultScale; } scale = GetUIScale(twod, newhud_scale); int hres = HorizontalResolution; int vres = VerticalResolution; ValidateResolution(hres, vres); // Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here. // The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution // the resulting scaling factor needs to be reduced accordingly. int realscale = MAX(1, (320 * scale) / hres); return{ double(realscale), double(realscale * (hud_aspectscale ? 1.2 : 1.)) }; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DBaseStatusBar::BeginStatusBar(int resW, int resH, int relTop, bool forceScaled) { SetDrawSize(relTop < 0? BaseRelTop : relTop, resW < 0? BaseSBarHorizontalResolution : resW, resH < 0? BaseSBarVerticalResolution : resH); ForcedScale = forceScaled; fullscreenOffsets = false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DBaseStatusBar::BeginHUD(int resW, int resH, double Alpha, bool forcescaled) { SetDrawSize(RelTop, resW < 0? BaseHUDHorizontalResolution : resW, resH < 0? BaseHUDVerticalResolution : resH); this->Alpha = Alpha; ForcedScale = forcescaled; CompleteBorder = false; fullscreenOffsets = true; } //--------------------------------------------------------------------------- // // PROC Tick // //--------------------------------------------------------------------------- void DBaseStatusBar::Tick () { if (artiflashTick > 0) artiflashTick--; if (itemflashFade > 0) { itemflashFade -= 1 / 14.; if (itemflashFade < 0) { itemflashFade = 0; } } } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::StatusbarToRealCoords(double &x, double &y, double &w, double &h) const { if (SBarScale.X == -1 || ForcedScale) { int hres = HorizontalResolution; int vres = VerticalResolution; ValidateResolution(hres, vres); VirtualToRealCoords(twod, x, y, w, h, hres, vres, true); } else { x = ST_X + x * SBarScale.X; y = ST_Y + y * SBarScale.Y; w *= SBarScale.X; h *= SBarScale.Y; } } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation) { if (!texture.isValid()) return; FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE)); DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, color, translation); } void DBaseStatusBar::DrawGraphic(FGameTexture* tex, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation) { double texwidth = tex->GetDisplayWidth() * scaleX; double texheight = tex->GetDisplayHeight() * scaleY; if (boxwidth > 0 || boxheight > 0) { if (!(flags & DI_FORCEFILL)) { double scale1 = 1., scale2 = 1.; if (boxwidth > 0 && (boxwidth < texwidth || (flags & DI_FORCESCALE))) { scale1 = boxwidth / texwidth; } if (boxheight != -1 && (boxheight < texheight || (flags & DI_FORCESCALE))) { scale2 = boxheight / texheight; } if (flags & DI_FORCESCALE) { if (boxwidth <= 0 || (boxheight > 0 && scale2 < scale1)) scale1 = scale2; } else scale1 = MIN(scale1, scale2); boxwidth = texwidth * scale1; boxheight = texheight * scale1; } } else { boxwidth = texwidth; boxheight = texheight; } // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } Alpha *= this->Alpha; if (Alpha <= 0) return; x += drawOffset.X; y += drawOffset.Y; double xo = 0, yo = 0; switch (flags & DI_ITEM_HMASK) { case DI_ITEM_HCENTER: xo = texwidth / 2; break; case DI_ITEM_RIGHT: xo = texwidth; break; case DI_ITEM_HOFFSET: xo = tex->GetDisplayLeftOffset(); break; } switch (flags & DI_ITEM_VMASK) { case DI_ITEM_VCENTER: yo = texheight / 2; break; case DI_ITEM_BOTTOM: yo = texheight; break; case DI_ITEM_VOFFSET: yo = tex->GetDisplayTopOffset(); break; } if (!fullscreenOffsets) { StatusbarToRealCoords(x, y, boxwidth, boxheight); } else { double orgx, orgy; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK|DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; DVector2 Scale = GetHUDScale(); x *= Scale.X; y *= Scale.Y; boxwidth *= Scale.X; boxheight *= Scale.Y; x += orgx; y += orgy; } // Now reapply the texture offsets. We will need them DrawTexture(twod, tex, x, y, DTA_TopOffsetF, yo, DTA_LeftOffsetF, xo, DTA_DestWidthF, boxwidth, DTA_DestHeightF, boxheight, DTA_Color, color, DTA_TranslationIndex, translation, // (flags & DI_TRANSLATABLE) ? GetTranslation() : 0, DTA_ColorOverlay, (flags & DI_DIM) ? MAKEARGB(170, 0, 0, 0) : 0, DTA_Alpha, Alpha, DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED), DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1, DTA_FlipX, !!(flags & DI_MIRROR), TAG_DONE); } //============================================================================ // // draw a string // //============================================================================ void DBaseStatusBar::DrawString(FFont *font, const FString &cstring, double x, double y, int flags, double Alpha, int translation, int spacing, EMonospacing monospacing, int shadowX, int shadowY, double scaleX, double scaleY) { bool monospaced = monospacing != EMonospacing::Off; double dx = 0; switch (flags & DI_TEXT_ALIGN) { default: break; case DI_TEXT_ALIGN_RIGHT: dx = monospaced ? static_cast ((spacing)*cstring.CharacterCount()) //monospaced, so just multiply the character size : static_cast (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())); break; case DI_TEXT_ALIGN_CENTER: dx = monospaced ? static_cast ((spacing)*cstring.CharacterCount()) / 2 //monospaced, so just multiply the character size : static_cast (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())) / 2; break; } // Take text scale into account x -= dx * scaleX; const uint8_t* str = (const uint8_t*)cstring.GetChars(); const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1); int fontcolor = translation; double orgx = 0, orgy = 0; DVector2 Scale; if (fullscreenOffsets) { Scale = GetHUDScale(); shadowX *= (int)Scale.X; shadowY *= (int)Scale.Y; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; } else { Scale = { 1.,1. }; } int ch; while (ch = GetCharFromString(str), ch != '\0') { if (ch == ' ') { x += monospaced ? spacing : font->GetSpaceWidth() + spacing; continue; } else if (ch == TEXTCOLOR_ESCAPE) { EColorRange newColor = V_ParseFontColor(str, translation, boldTranslation); if (newColor != CR_UNDEFINED) fontcolor = newColor; continue; } int width; FGameTexture* c = font->GetChar(ch, fontcolor, &width); if (c == NULL) //missing character. { continue; } if (!monospaced) //If we are monospaced lets use the offset x += (c->GetDisplayLeftOffset() + 1); //ignore x offsets since we adapt to character size double rx, ry, rw, rh; rx = x + drawOffset.X; ry = y + drawOffset.Y; rw = c->GetDisplayWidth(); rh = c->GetDisplayHeight(); if (monospacing == EMonospacing::CellCenter) rx += (spacing - rw) / 2; else if (monospacing == EMonospacing::CellRight) rx += (spacing - rw); if (!fullscreenOffsets) { StatusbarToRealCoords(rx, ry, rw, rh); } else { rx *= Scale.X; ry *= Scale.Y; rw *= Scale.X; rh *= Scale.Y; rx += orgx; ry += orgy; } // Apply text scale rw *= scaleX; rh *= scaleY; // This is not really such a great way to draw shadows because they can overlap with previously drawn characters. // This may have to be changed to draw the shadow text up front separately. if ((shadowX != 0 || shadowY != 0) && !(flags & DI_NOSHADOW)) { #if 0 // This doesn't work with the limited backend the engine currently uses. DrawChar(twod, font, CR_UNTRANSLATED, rx + shadowX, ry + shadowY, ch, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Alpha, (Alpha * 0.33), DTA_FillColor, 0, TAG_DONE); #endif } DrawChar(twod, font, fontcolor, rx, ry, ch, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Alpha, Alpha, TAG_DONE); dx = monospaced ? spacing : width + spacing - (c->GetDisplayLeftOffset() + 1); // Take text scale into account x += dx * scaleX; } } void SBar_DrawString(DBaseStatusBar *self, DHUDFont *font, const FString &string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing, double scaleX, double scaleY) { //if (font == nullptr) ThrowAbortException(X_READ_NIL, nullptr); //if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function"); // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } if (wrapwidth > 0) { auto brk = V_BreakLines(font->mFont, int(wrapwidth * scaleX), string, true); for (auto &line : brk) { self->DrawString(font->mFont, line.Text, x, y, flags, alpha, trans, font->mSpacing, font->mMonospacing, font->mShadowX, font->mShadowY, scaleX, scaleY); y += (font->mFont->GetHeight() + linespacing) * scaleY; } } else { self->DrawString(font->mFont, string, x, y, flags, alpha, trans, font->mSpacing, font->mMonospacing, font->mShadowX, font->mShadowY, scaleX, scaleY); } } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::TransformRect(double &x, double &y, double &w, double &h, int flags) { // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } x += drawOffset.X; y += drawOffset.Y; if (!fullscreenOffsets) { StatusbarToRealCoords(x, y, w, h); } else { double orgx, orgy; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; DVector2 Scale = GetHUDScale(); x *= Scale.X; y *= Scale.Y; w *= Scale.X; h *= Scale.Y; x += orgx; y += orgy; } } static DObject *InitObject(PClass *type, int paramnum, VM_ARGS) { auto obj = type->CreateNew(); // Todo: init return obj; } enum ENumFlags { FNF_WHENNOTZERO = 0x1, FNF_FILLZEROS = 0x2, }; void FormatNumber(int number, int minsize, int maxsize, int flags, const FString &prefix, FString *result) { static int maxvals[] = { 1, 9, 99, 999, 9999, 99999, 999999, 9999999, 99999999, 999999999 }; if (number == 0 && (flags & FNF_WHENNOTZERO)) { *result = ""; return; } if (maxsize > 0 && maxsize < 10) { number = clamp(number, -maxvals[maxsize - 1], maxvals[maxsize]); } FString &fmt = *result; if (minsize <= 1) fmt.Format("%s%d", prefix.GetChars(), number); else if (flags & FNF_FILLZEROS) fmt.Format("%s%0*d", prefix.GetChars(), minsize, number); else fmt.Format("%s%*d", prefix.GetChars(), minsize, number); } CVAR(Float, hud_statscale, 2, CVAR_ARCHIVE) void DBaseStatusBar::PrintLevelStats(FLevelStats &stats) { double y; double scale = stats.fontscale * hud_statscale; if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale; double spacing = stats.spacing * hud_statscale; if (stats.screenbottomspace < 0) { double x = 0, w = 0, h = 0; y = 200 - RelTop; StatusbarToRealCoords(x, y, w, h); y -= spacing; } else { y = (screen->GetHeight() - stats.screenbottomspace * GetHUDScale().Y) - spacing; } FString text; if (stats.maxsecrets > 0) // don't bother if there are no secrets. { text.Format(TEXTCOLOR_ESCAPESTR "%cS: " TEXTCOLOR_ESCAPESTR "%c%d/%d", stats.letterColor + 'A', stats.secrets == stats.maxsecrets ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.secrets, stats.maxsecrets); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y, text, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); y -= spacing; } text = ""; if (stats.frags > -1) text.Format(TEXTCOLOR_ESCAPESTR "%cF: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.frags); else if (stats.maxkills == -2) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.kills); else if (stats.maxkills != -1) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d/%d", stats.letterColor + 'A', stats.kills == stats.maxkills ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.kills, stats.maxkills); if (text.IsNotEmpty()) { DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y, text, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); y -= spacing; } text.Format(TEXTCOLOR_ESCAPESTR "%cT: " TEXTCOLOR_ESCAPESTR "%c%d:%02d", stats.letterColor+'A', stats.standardColor + 'A', stats.time / 60000, (stats.time % 60000) / 1000); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y, text, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); }