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c0d46f6a69
Addresses #2.
340 lines
10 KiB
C++
340 lines
10 KiB
C++
/*
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** sbar.h
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** Base status bar definition
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __SBAR_H__
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#define __SBAR_H__
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#include "dobject.h"
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#include "v_text.h"
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#include "renderstyle.h"
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class player_t;
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struct FRemapTable;
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enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None,
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HUD_AltHud // Used for passing through popups to the alt hud
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};
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enum EMonospacing : int;
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// Base Status Bar ----------------------------------------------------------
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class FGameTexture;
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enum
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{
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HUDMSGLayer_OverHUD,
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HUDMSGLayer_UnderHUD,
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HUDMSGLayer_OverMap,
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NUM_HUDMSGLAYERS,
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HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
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};
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struct FLevelStats
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{
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int screenbottomspace;
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int time; // in milliseconds
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int frags;
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int kills, maxkills; // set maxkills to -1 to ignore, or to -2 to only print kills
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int secrets, maxsecrets; // set maxsecrets to -1 to ignore
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int spacing; // uses fontheight if 0 or less.
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EColorRange letterColor, standardColor, completeColor;
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double fontscale;
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FFont* font;
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};
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//============================================================================
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//
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// encapsulates all settings a HUD font may need
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//
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//============================================================================
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class DHUDFont //: public DObject
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{
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// this blocks CreateNew on this class which is the intent here.
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//DECLARE_ABSTRACT_CLASS(DHUDFont, DObject);
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public:
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FFont *mFont;
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int mSpacing;
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EMonospacing mMonospacing;
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int mShadowX;
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int mShadowY;
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DHUDFont() = default;
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DHUDFont(FFont *f, int sp, EMonospacing ms, int sx, int sy)
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: mFont(f), mSpacing(sp), mMonospacing(ms), mShadowX(sx), mShadowY(sy)
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{}
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};
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class DBaseStatusBar //: public DObject
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{
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//DECLARE_CLASS (DBaseStatusBar, DObject)
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//HAS_OBJECT_POINTERS
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public:
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// Popup screens for Strife's status bar
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enum
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{
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POP_NoChange = -1,
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POP_None,
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POP_Log,
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POP_Keys,
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POP_Status
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};
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// Status face stuff
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enum
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{
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ST_NUMPAINFACES = 5,
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ST_NUMSTRAIGHTFACES = 3,
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ST_NUMTURNFACES = 2,
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ST_NUMSPECIALFACES = 3,
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ST_NUMEXTRAFACES = 2,
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ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
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ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
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ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
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ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
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ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
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ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
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ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
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ST_DEADFACE = ST_GODFACE + 1
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};
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enum EAlign
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{
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TOP = 0,
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VCENTER = 1,
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BOTTOM = 2,
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VOFFSET = 3,
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VMASK = 3,
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LEFT = 0,
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HCENTER = 4,
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RIGHT = 8,
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HOFFSET = 12,
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HMASK = 12,
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CENTER = VCENTER | HCENTER,
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CENTER_BOTTOM = BOTTOM | HCENTER
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};
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DBaseStatusBar ();
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virtual ~DBaseStatusBar() = default;
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void SetSize(int reltop = 32, int hres = 320, int vres = 200, int hhres = -1, int hvres = -1);
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void ShowPlayerName ();
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double GetDisplacement() { return Displacement; }
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int GetPlayer ();
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static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
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// do not make this a DObject Serialize function because it's not used like one!
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void SerializeMessages(FSerializer &arc);
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void SetScale();
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virtual void Tick ();
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void AttachToPlayer(player_t *player);
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DVector2 GetHUDScale() const;
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void NewGame ();
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void DrawGraphic(FGameTexture *texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0);
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void DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0);
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void 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);
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void TransformRect(double &x, double &y, double &w, double &h, int flags = 0);
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void Fill(PalEntry color, double x, double y, double w, double h, int flags = 0);
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void BeginStatusBar(int resW, int resH, int relTop);
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void BeginHUD(int resW, int resH, double Alpha);
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void StatusbarToRealCoords(double &x, double &y, double &w, double &h) const;
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void PrintLevelStats(FLevelStats& stats);
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int GetTopOfStatusbar() const
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{
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return SBarTop;
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}
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void DoDrawAutomapHUD(int crdefault, int highlight);
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//protected:
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void DrawPowerups ();
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void RefreshBackground () const;
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void RefreshViewBorder ();
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private:
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DObject *AltHud = nullptr;
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public:
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void DrawCrosshair ();
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// Sizing info for ths status bar.
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int ST_X;
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int ST_Y;
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int SBarTop;
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DVector2 SBarScale;
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int RelTop;
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int HorizontalResolution, VerticalResolution;
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bool Scaled; // This needs to go away.
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bool Centering;
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bool FixedOrigin;
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bool CompleteBorder;
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double CrosshairSize;
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double Displacement;
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bool ShowLog;
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double Alpha = 1.;
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DVector2 drawOffset = { 0,0 }; // can be set by subclasses to offset drawing operations
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double drawClip[4] = { 0,0,0,0 }; // defines a clipping rectangle (not used yet)
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bool fullscreenOffsets = false; // current screen is displayed with fullscreen behavior.
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private:
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void SetDrawSize(int reltop, int hres, int vres);
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int BaseRelTop;
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int BaseSBarHorizontalResolution;
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int BaseSBarVerticalResolution;
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int BaseHUDHorizontalResolution;
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int BaseHUDVerticalResolution;
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};
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extern DBaseStatusBar *StatusBar;
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// Status bar factories -----------------------------------------------------
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DBaseStatusBar *CreateCustomStatusBar(int script=0);
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// Crosshair stuff ----------------------------------------------------------
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void ST_LoadCrosshair(bool alwaysload=false);
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void ST_Clear();
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void ST_CreateStatusBar(bool bTitleLevel);
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extern FGameTexture *CrosshairImage;
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int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale = nullptr);
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enum DI_Flags
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{
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DI_SKIPICON = 0x1,
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DI_SKIPALTICON = 0x2,
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DI_SKIPSPAWN = 0x4,
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DI_SKIPREADY = 0x8,
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DI_ALTICONFIRST = 0x10,
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DI_TRANSLATABLE = 0x20,
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DI_FORCESCALE = 0x40,
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DI_DIM = 0x80,
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DI_DRAWCURSORFIRST = 0x100, // only for DrawInventoryBar.
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DI_ALWAYSSHOWCOUNT = 0x200, // only for DrawInventoryBar.
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DI_DIMDEPLETED = 0x400,
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DI_DONTANIMATE = 0x800, // do not animate the texture
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DI_MIRROR = 0x1000, // flip the texture horizontally, like a mirror
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DI_ITEM_RELCENTER = 0x2000,
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DI_SCREEN_AUTO = 0, // decide based on given offsets.
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DI_SCREEN_MANUAL_ALIGN = 0x4000, // If this is on, the following flags will have an effect
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DI_SCREEN_TOP = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VCENTER = 0x8000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_BOTTOM = 0x10000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VOFFSET = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VMASK = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HCENTER = 0x20000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_RIGHT = 0x40000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP|DI_SCREEN_RIGHT,
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DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT,
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DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_HCENTER,
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DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET|DI_SCREEN_VOFFSET,
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DI_ITEM_AUTO = 0, // equivalent with bottom center, which is the default alignment.
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DI_ITEM_TOP = 0x80000,
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DI_ITEM_VCENTER = 0x100000,
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DI_ITEM_BOTTOM = 0, // this is the default vertical alignment
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DI_ITEM_VOFFSET = 0x180000,
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DI_ITEM_VMASK = 0x180000,
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DI_ITEM_LEFT = 0x200000,
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DI_ITEM_HCENTER = 0, // this is the deafault horizontal alignment
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DI_ITEM_RIGHT = 0x400000,
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DI_ITEM_HOFFSET = 0x600000,
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DI_ITEM_HMASK = 0x600000,
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DI_ITEM_LEFT_TOP = DI_ITEM_TOP|DI_ITEM_LEFT,
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DI_ITEM_RIGHT_TOP = DI_ITEM_TOP|DI_ITEM_RIGHT,
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DI_ITEM_LEFT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_LEFT,
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DI_ITEM_RIGHT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_RIGHT,
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DI_ITEM_CENTER = DI_ITEM_VCENTER|DI_ITEM_HCENTER,
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DI_ITEM_CENTER_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_HCENTER,
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DI_ITEM_OFFSETS = DI_ITEM_HOFFSET|DI_ITEM_VOFFSET,
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DI_TEXT_ALIGN_LEFT = 0,
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DI_TEXT_ALIGN_RIGHT = 0x800000,
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DI_TEXT_ALIGN_CENTER = 0x1000000,
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DI_TEXT_ALIGN = 0x1800000,
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DI_ALPHAMAPPED = 0x2000000,
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DI_NOSHADOW = 0x4000000,
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DI_ALWAYSSHOWCOUNTERS = 0x8000000,
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DI_ARTIFLASH = 0x10000000,
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DI_FORCEFILL = 0x20000000,
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// These 2 flags are only used by SBARINFO so these duplicate other flags not used by SBARINFO
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DI_DRAWINBOX = DI_TEXT_ALIGN_RIGHT,
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DI_ALTERNATEONFAIL = DI_TEXT_ALIGN_CENTER,
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};
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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);
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#endif /* __SBAR_H__ */
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