#pragma once #include "v_2ddrawer.h" #include "c_cvars.h" #include "intrect.h" // TagItem definitions for DrawTexture. As far as I know, tag lists // originated on the Amiga. // // Think of TagItems as an array of the following structure: // // struct TagItem { // uint32_t ti_Tag; // uint32_t ti_Data; // }; enum tags : uint32_t { TAG_DONE = (0), /* Used to indicate the end of the Tag list */ TAG_END = (0), /* Ditto */ /* list pointed to in ti_Data */ TAG_USER = ((uint32_t)(1u << 30)) }; enum { DTA_Base = TAG_USER + 5000, DTA_DestWidth, // width of area to draw to DTA_DestHeight, // height of area to draw to DTA_Alpha, // alpha value for translucency DTA_FillColor, // color to stencil onto the destination DTA_TranslationIndex, // translation table to recolor the source DTA_AlphaChannel, // bool: the source is an alpha channel; used with DTA_FillColor DTA_Clean, // bool: scale texture size and position by CleanXfac and CleanYfac DTA_320x200, // bool: scale texture size and position to fit on a virtual 320x200 screen DTA_Bottom320x200, // bool: same as DTA_320x200 but centers virtual screen on bottom for 1280x1024 targets DTA_CleanNoMove, // bool: like DTA_Clean but does not reposition output position DTA_CleanNoMove_1, // bool: like DTA_CleanNoMove, but uses Clean[XY]fac_1 instead DTA_FlipX, // bool: flip image horizontally //FIXME: Does not work with DTA_Window(Left|Right) DTA_ShadowColor, // color of shadow DTA_ShadowAlpha, // alpha of shadow DTA_Shadow, // set shadow color and alphas to defaults DTA_VirtualWidth, // pretend the canvas is this wide DTA_VirtualHeight, // pretend the canvas is this tall DTA_TopOffset, // override texture's top offset DTA_LeftOffset, // override texture's left offset DTA_CenterOffset, // bool: override texture's left and top offsets and set them for the texture's middle DTA_CenterBottomOffset,// bool: override texture's left and top offsets and set them for the texture's bottom middle DTA_WindowLeft, // don't draw anything left of this column (on source, not dest) DTA_WindowRight, // don't draw anything at or to the right of this column (on source, not dest) DTA_ClipTop, // don't draw anything above this row (on dest, not source) DTA_ClipBottom, // don't draw anything at or below this row (on dest, not source) DTA_ClipLeft, // don't draw anything to the left of this column (on dest, not source) DTA_ClipRight, // don't draw anything at or to the right of this column (on dest, not source) DTA_Masked, // true(default)=use masks from texture, false=ignore masks DTA_HUDRules, // use fullscreen HUD rules to position and size textures DTA_HUDRulesC, // only used internally for marking HUD_HorizCenter DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3 DTA_RenderStyle, // same as render style for actors DTA_ColorOverlay, // uint32_t: ARGB to overlay on top of image; limited to black for software DTA_BilinearFilter, // bool: apply bilinear filtering to the image DTA_SpecialColormap,// pointer to FSpecialColormapParameters DTA_Desaturate, // explicit desaturation factor (does not do anything in Legacy OpenGL) DTA_Fullscreen, // Draw image fullscreen (same as DTA_VirtualWidth/Height with graphics size.) // floating point duplicates of some of the above: DTA_DestWidthF, DTA_DestHeightF, DTA_TopOffsetF, DTA_LeftOffsetF, DTA_VirtualWidthF, DTA_VirtualHeightF, DTA_WindowLeftF, DTA_WindowRightF, // For DrawText calls: DTA_TextLen, // stop after this many characters, even if \0 not hit DTA_CellX, // horizontal size of character cell DTA_CellY, // vertical size of character cell // New additions. DTA_Color, DTA_FlipY, // bool: flip image vertically DTA_SrcX, // specify a source rectangle (this supersedes the poorly implemented DTA_WindowLeft/Right DTA_SrcY, DTA_SrcWidth, DTA_SrcHeight, DTA_LegacyRenderStyle, // takes an old-style STYLE_* constant instead of an FRenderStyle DTA_Burn, // activates the burn shader for this element DTA_Spacing, // Strings only: Additional spacing between characters DTA_Monospace, // Fonts only: Use a fixed distance between characters. DTA_FullscreenEx, DTA_FullscreenScale, DTA_ScaleX, DTA_ScaleY, DTA_ViewportX, // Defines the viewport on the screen that should be rendered to. DTA_ViewportY, DTA_ViewportWidth, DTA_ViewportHeight, DTA_CenterOffsetRel, // Apply texture offsets relative to center, instead of top left. This is standard alignment for Build's 2D content. DTA_TopLeft, // always align to top left. Added to have a boolean condition for this alignment. DTA_Pin, // Pin a non-widescreen image to the left/right edge of the screen. }; enum EMonospacing : int { Off = 0, CellLeft = 1, CellCenter = 2, CellRight = 3 }; enum { HUD_Normal, HUD_HorizCenter }; class FFont; struct FRemapTable; class player_t; typedef uint32_t angle_t; struct DrawParms { double x, y; double texwidth; double texheight; double destwidth; double destheight; double virtWidth; double virtHeight; double windowleft; double windowright; int cleanmode; int dclip; int uclip; int lclip; int rclip; double top; double left; float Alpha; PalEntry fillcolor; int TranslationId; PalEntry colorOverlay; PalEntry color; int alphaChannel; int flipX; int flipY; //float shadowAlpha; int shadowColor; int keepratio; int masked; int bilinear; FRenderStyle style; struct FSpecialColormap *specialcolormap; int desaturate; int scalex, scaley; int cellx, celly; int monospace; int spacing; int maxstrlen; bool fortext; bool virtBottom; bool burn; int8_t fsscalemode; double srcx, srcy; double srcwidth, srcheight; double patchscalex, patchscaley; IntRect viewport; }; struct Va_List { va_list list; }; struct VMVa_List { VMValue *args; int curindex; int numargs; const uint8_t *reginfo; }; float ActiveRatio (int width, int height, float *trueratio = NULL); inline double ActiveRatio (double width, double height) { return ActiveRatio(int(width), int(height)); } int AspectBaseWidth(float aspect); int AspectBaseHeight(float aspect); double AspectPspriteOffset(float aspect); int AspectMultiplier(float aspect); bool AspectTallerThanWide(float aspect); extern F2DDrawer* twod; int GetUIScale(F2DDrawer* drawer, int altval); int GetConScale(F2DDrawer* drawer, int altval); EXTERN_CVAR(Int, uiscale); EXTERN_CVAR(Int, con_scaletext); EXTERN_CVAR(Int, con_scale); inline int active_con_scaletext(F2DDrawer* drawer, bool newconfont = false) { return newconfont ? GetConScale(drawer, con_scaletext) : GetUIScale(drawer, con_scaletext); } inline int active_con_scale(F2DDrawer *drawer) { return GetConScale(drawer, con_scale); } #ifdef DrawText #undef DrawText // See WinUser.h for the definition of DrawText as a macro #endif template bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture* img, double x, double y, uint32_t tag, T& tags, DrawParms* parms, bool fortext); template void DrawTextCommon(F2DDrawer *drawer, FFont* font, int normalcolor, double x, double y, const T* string, DrawParms& parms); bool SetTextureParms(F2DDrawer *drawer, DrawParms* parms, FGameTexture* img, double x, double y); void DrawText(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, const char* string, int tag_first, ...); void DrawText(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, const char32_t* string, int tag_first, ...); void DrawChar(F2DDrawer* drawer, FFont* font, int normalcolor, double x, double y, int character, int tag_first, ...); void DrawTexture(F2DDrawer* drawer, FGameTexture* img, double x, double y, int tags_first, ...); void DoDim(F2DDrawer* drawer, PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle* style = nullptr); void Dim(F2DDrawer* drawer, PalEntry color, float damount, int x1, int y1, int w, int h, FRenderStyle* style = nullptr); void DrawBorder(F2DDrawer* drawer, FTextureID, int x1, int y1, int x2, int y2); void DrawFrame(F2DDrawer* twod, PalEntry color, int left, int top, int width, int height, int thickness); // Set an area to a specified color void ClearRect(F2DDrawer* drawer, int left, int top, int right, int bottom, int palcolor, uint32_t color); void VirtualToRealCoords(F2DDrawer* drawer, double& x, double& y, double& w, double& h, double vwidth, double vheight, bool vbottom = false, bool handleaspect = true); // Code that uses these (i.e. SBARINFO) should probably be evaluated for using doubles all around instead. void VirtualToRealCoordsInt(F2DDrawer* drawer, int& x, int& y, int& w, int& h, int vwidth, int vheight, bool vbottom = false, bool handleaspect = true); extern int CleanWidth, CleanHeight, CleanXfac, CleanYfac; extern int CleanWidth_1, CleanHeight_1, CleanXfac_1, CleanYfac_1; void V_CalcCleanFacs(int designwidth, int designheight, int realwidth, int realheight, int* cleanx, int* cleany, int* cx1 = NULL, int* cx2 = NULL); class ScaleOverrider { int savedxfac, savedyfac, savedwidth, savedheight; public: // This is to allow certain elements to use an optimal fullscreen scale which for the menu would be too large. // The old code contained far too much mess to compensate for the menus which negatively affected everything else. // However, for compatibility reasons the currently used variables cannot be changed so they have to be overridden temporarily. // This class provides a safe interface for this because it ensures that the values get restored afterward. // Currently, the intermission and the level summary screen use this. ScaleOverrider(F2DDrawer *drawer) { savedxfac = CleanXfac; savedyfac = CleanYfac; savedwidth = CleanWidth; savedheight = CleanHeight; if (drawer) { V_CalcCleanFacs(320, 200, drawer->GetWidth(), drawer->GetHeight(), &CleanXfac, &CleanYfac); CleanWidth = drawer->GetWidth() / CleanXfac; CleanHeight = drawer->GetHeight() / CleanYfac; } } ~ScaleOverrider() { CleanXfac = savedxfac; CleanYfac = savedyfac; CleanWidth = savedwidth; CleanHeight = savedheight; } };