ns/dev/tankefugl/source/ui/UIUtil.cpp

545 lines
15 KiB
C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: UIUtil.cpp $
// $Date: 2002/05/23 04:03:05 $
//
//-------------------------------------------------------------------------------
// $Log: UIUtil.cpp,v $
// Revision 1.8 2002/05/23 04:03:05 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "ui/UIUtil.h"
#include "ui/UITags.h"
#include "VGUI_Label.h"
#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
void UIDrawVariableBarSpriteHoles(int inSprite, int inX, int inY, float inPercentage, float inGammaSlope, bool inTrueHolesFalseAdditive, float inSecondaryPercentage)
{
// Assumes that frame 0 is the empty sprite, frame 1 is full sprite
const int kEmptyFrame = 0;
const int kFullFrame = 1;
int theSpriteWidth = SPR_Width(inSprite, kFullFrame);
int theSpriteHeight = SPR_Height(inSprite, kFullFrame);
int theColorComponent = 255/inGammaSlope;
// Draw empty sprite
SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent);
if(inTrueHolesFalseAdditive)
{
SPR_DrawHoles(kEmptyFrame, inX, inY, NULL);
}
else
{
SPR_DrawAdditive(kEmptyFrame, inX, inY, NULL);
}
// Draw secondary level if specified, at half brightness
int theFilledHeight = theSpriteHeight*inPercentage;
if(inSecondaryPercentage != -1)
{
theFilledHeight = theSpriteHeight*inSecondaryPercentage;
int theSecondaryColorComponent = .5f*theColorComponent;
SPR_EnableScissor(inX, inY + (theSpriteHeight - theFilledHeight), theSpriteWidth, theFilledHeight);
SPR_Set(inSprite, theSecondaryColorComponent, theSecondaryColorComponent, theSecondaryColorComponent);
if(inTrueHolesFalseAdditive)
{
SPR_DrawHoles(kFullFrame, inX, inY, NULL);
}
else
{
SPR_DrawAdditive(kFullFrame, inX, inY, NULL);
}
SPR_DisableScissor();
}
theFilledHeight = theSpriteHeight*inPercentage;
// Draw partially full sprite
// Enable scissor so it's not all drawn
SPR_EnableScissor(inX, inY + (theSpriteHeight - theFilledHeight), theSpriteWidth, theFilledHeight);
SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent);
if(inTrueHolesFalseAdditive)
{
SPR_DrawHoles(kFullFrame, inX, inY, NULL);
}
else
{
SPR_DrawAdditive(kFullFrame, inX, inY, NULL);
}
SPR_DisableScissor();
}
void UIGetPosition(const TRDescription& inDesc, float& outXPos, float& outYPos, int& outWidth, int& outHeight)
{
outXPos = UIDefaultXPos;
outYPos = UIDefaultYPos;
outWidth = UIDefaultWidth;
outHeight = UIDefaultHeight;
// Get normalized xpos if specified. Don't care if they aren't specified, it will just fail and not change the default.
inDesc.GetTagValue(UITagXPos, outXPos);
inDesc.GetTagValue(UITagYPos, outYPos);
inDesc.GetTagValue(UITagWidth, outWidth);
inDesc.GetTagValue(UITagHeight, outHeight);
}
void UIStringToAlignment(const string& inString, int outAlignment)
{
if(inString == "northwest")
{
outAlignment = vgui::Label::a_northwest;
}
else if(inString == "north")
{
outAlignment = vgui::Label::a_north;
}
else if(inString == "northeast")
{
outAlignment = vgui::Label::a_northeast;
}
else if(inString == "west")
{
outAlignment = vgui::Label::a_west;
}
else if(inString == "center")
{
outAlignment = vgui::Label::a_center;
}
else if(inString == "east")
{
outAlignment = vgui::Label::a_east;
}
else if(inString == "southwest")
{
outAlignment = vgui::Label::a_southwest;
}
else if(inString == "south")
{
outAlignment = vgui::Label::a_southeast;
}
else
{
// Default is centered
outAlignment = UIDefaultAlignment;
}
}
void UIStringToColor(const string& inString, vgui::Color& outColor)
{
// Set default rgba in case the string is totally bogus (default is opaque white)
int r = 255;
int g = 255;
int b = 255;
int a = 255;
int theColor = 0;
// Get rgba values from inString
if(sscanf(inString.c_str(), "%x", &theColor) == 1)
{
r = (theColor >> 24) & 0xFF;
g = (theColor >> 16) & 0xFF;
b = (theColor >> 8) & 0xFF;
a = (theColor >> 0) & 0xFF;
}
// Set it to the read in values or the default if we couldn't read it
outColor.setColor(r, g, b, a);
}
char UIKeyCodeToChar(vgui::KeyCode inKeyCode)
{
static char theLookup[57] = {
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
'\\', '*', '-', '+',
'\n', '.', '[', ']',
';', '\'', '\\',
};
int theOffset = (int)(inKeyCode);
ASSERT(theOffset >= 0);
ASSERT(theOffset < 57);
char theReturnChar = theLookup[theOffset];
return theReturnChar;
}
string UINameToSprite(const string& inName, int inScreenWidth, bool inNoRes)
{
string theSpriteName;
// Add 640/320 also
string thePrefix;
if(!inNoRes)
{
thePrefix = "640";
if(inScreenWidth < 640)
{
thePrefix = "320";
}
}
theSpriteName = "sprites/" + thePrefix;
theSpriteName += inName;
theSpriteName += ".spr";
return theSpriteName;
}
vgui::Color UIBlendColor(const vgui::Color& inBaseColor, const vgui::Color& inDestColor, float inParametricPercentage)
{
ASSERT(inParametricPercentage >= 0.0f);
ASSERT(inParametricPercentage <= 1.0f);
vgui::Color theBaseColor = inBaseColor;
vgui::Color theDestColor = inDestColor;
int theBaseR, theBaseG, theBaseB, theBaseA;
theBaseColor.getColor(theBaseR, theBaseG, theBaseB, theBaseA);
int theDestR, theDestG, theDestB, theDestA;
theDestColor.getColor(theDestR, theDestG, theDestB, theDestA);
int theOutR = theBaseR + (theDestR - theBaseR)*inParametricPercentage;
int theOutG = theBaseG + (theDestG - theBaseG)*inParametricPercentage;
int theOutB = theBaseB + (theDestB - theBaseB)*inParametricPercentage;
int theOutA = theBaseA + (theDestA - theBaseA)*inParametricPercentage;
vgui::Color theBlendedColor;
theBlendedColor.setColor(theOutR, theOutG, theOutB, theOutA);
return theBlendedColor;
}
int vguiRound(float inFloat)
{
return (int)(inFloat + .5f);
}
int vguiAbs(int inNum)
{
return (inNum > -inNum ? inNum : -inNum);
}
void vguiSimpleLine(int x0, int y0, int x1, int y1, int r, int g, int b, int a)
{
//public void lineImproved(int x0, int y0, int x1, int y1, Color color)
//{
//int pix = color.getRGB();
int dx = x1 - x0;
int dy = y1 - y0;
//raster.setPixel(pix, x0, y0);
FillRGBA(x0, y0, 1, 1, r, g, b, a);
//if (Math.abs(dx) > Math.abs(dy)) { // slope < 1
if(vguiAbs(dx) > vguiAbs(dy))
{
float m = (float) dy / (float) dx; // compute slope
float b = y0 - m*x0;
dx = (dx < 0) ? -1 : 1;
while (x0 != x1)
{
x0 += dx;
//raster.setPixel(pix, x0, Math.round(m*x0 + b));
FillRGBA(x0, vguiRound(m*x0 + b), 1, 1, r, g, b, a);
}
}
else if (dy != 0)
{ // slope >= 1
float m = (float) dx / (float) dy; // compute slope
float b = x0 - m*y0;
dy = (dy < 0) ? -1 : 1;
while (y0 != y1)
{
y0 += dy;
//raster.setPixel(pix, Math.round(m*y0 + b), y0);
FillRGBA(vguiRound(m*y0 + b), y0, 1, 1, r, g, b, a);
}
}
//}
}
void vguiSimpleBox(int x0, int y0, int x1, int y1, int r, int g, int b, int a)
{
// Draw lines around edges of box, don't duplicate corner pixels though, looks weird where additive
// Top
vguiSimpleLine(x0, y0, x1, y0, r, g, b, a);
// Left
vguiSimpleLine(x0, y0+1, x0, y1, r, g, b, a);
// Right
vguiSimpleLine(x1, y0+1, x1, y1, r, g, b, a);
// Bottom
vguiSimpleLine(x0+1, y1, x1, y1, r, g, b, a);
}
//int trunc(float inX)
//{
// return 0;
// //return integer part of x
//}
//
//float frac(float inX)
//{
// return 0.0f;
// //return fractional part of x
//}
//
//float invfrac(inX)
//{
// return 0.0f;
// //return 1 - (fractional part of x)
//}
//
//
//void vguiWuLine(int x1, int y1, int x2, int y2)
//{
//
// variable declerations:
// int variables:
// grad, xd, yd, length,xm,ym
// xgap, ygap, xend, yend, xf, yf
// brigheness1, brigheness2
//
// integer variables:
// x, y, ix1, ix2, iy1, iy2
//
// byte variables:
// c1,c2
//
// code starts here:
//
// Width and Height of the line
// xd = (x2-x1)
// yd = (y2-y1)
//
//
// if abs(xd) > abs(yd) then check line gradient
// horizontal(ish) lines
//
//
// if x1 > x2 then if line is back to front
// swap x1 and x2 then swap it round
// swap y1 and y2
// xd = (x2-x1) and recalc xd & yd
// yd = (y2-y1)
// end if
//
// grad = yd/xd gradient of the line
//
//
// End Point 1
// -----------
//
// xend = trunc(x1+.5) find nearest integer X-coordinate
// yend = y1 + grad*(xend-x1) and corresponding Y value
//
// xgap = invfrac(x1+.5) distance i
//
// ix1 = int(xend) calc screen coordinates
// iy1 = int(yend)
//
// brightness1 = invfrac(yend) * xgap calc the intensity of the other
// brightness2 = frac(yend) * xgap end point pixel pair.
//
// c1 = byte(brightness1 * MaxPixelValue) calc pixel values
// c2 = byte(brightness2 * MaxPixelValue)
//
// DrawPixel(ix1,iy1), c1 draw the pair of pixels
// DrawPixel(ix1,iy1+1), c2
//
// yf = yend+grad calc first Y-intersection for
// main loop
//
// End Point 2
// -----------
//
// xend = trunc(x2+.5) find nearest integer X-coordinate
// yend = y2 + grad*(xend-x2) and corresponding Y value
//
// xgap = invfrac(x2-.5) distance i
//
// ix2 = int(xend) calc screen coordinates
// iy2 = int(yend)
//
// brightness1 = invfrac(yend) * xgap calc the intensity of the first
// brightness2 = frac(yend) * xgap end point pixel pair.
//
// c1 = byte(brightness1 * MaxPixelValue) calc pixel values
// c2 = byte(brightness2 * MaxPixelValue)
//
// DrawPixel(ix2,iy2), c1 draw the pair of pixels
// DrawPixel(ix2,iy2+1), c2
//
//
//
// MAIN LOOP
// ---------
//
// Loop x from (ix1+1) to (ix2-1) main loop
//
// brightness1 = invfrac(yf) calc pixel brightnesses
// brightness2 = frac(yf)
//
// c1 = byte(brightness1 * MaxPixelValue) calc pixel values
// c2 = byte(brightness2 * MaxPixelValue)
//
// DrawPixel(x,int(yf)), c1 draw the pair of pixels
// DrawPixel(x,int(yf)+1), c2
//
// yf = yf + grad update the y-coordinate
//
// end of x loop end of loop
//
// else
// vertical(ish) lines
//
// handle the vertical(ish) lines in the
// same way as the horizontal(ish) ones
// but swap the roles of X and Y
// end if
//// end of procedure
//}
//void vguiDrawLine(int x0, int y0, int x1, int y1, vgui::Color inDrawColor) {
// int dx, dy, temp;
//
// // First clip input points to ICanvas
// if(x0 < 0) {
// x0 = 0;
// }
// if(x1 < 0) {
// x1 = 0;
// }
// if(x0 >= width) {
// x0 = width - 1;
// }
// if(x1 >= width) {
// x1 = width - 1;
// }
// if(y0 < 0) {
// y0 = 0;
// }
// if(y1 < 0) {
// y1 = 0;
// }
// if(y0 >= height) {
// y0 = height - 1;
// }
// if(y1 >= height) {
// y1 = height - 1;
// }
//
// dx = x1-x0;
// dy = y1-y0;
//
// if(y0 == y1) { // Special case horizontal lines!
// if(dx < 0) {
// dx = -dx; // Change to dx = -dx;
// x0 = x1;
// }
// // Call asm_drawHorizontalLine
// drawHorizontalLine(x0, y0, dx, inDrawColor);
// return;
// }
//
// if(x0 == x1) {
// if(dy < 0) {
// dy = -dy;
// y0 = y1;
// }
// // Call asm_drawVerticalLine
// drawVerticalLine(x0, y0, dy, inDrawColor);
// return;
// }
//
// bufferDest = (unsigned long)(buffer + y0*width + x0);
// if(fabs(dx) > fabs(dy)) {
// // We're going to call octant0
// oldYFract = (float)((float)(y1 - y0)/(float)fabs(x1 - x0));
// bufferWidth = width;
// if(oldYFract < 0) {
// oldYFract = -oldYFract; // Probably not needed cause sign bit shifted out
// bufferWidth = -width;
// }
// oldYFract++;
// if(x0 < x1) {
// drawDirection = 1;
// } else {
// drawDirection = -1;
// }
// if(fabs(dx) != 0) {
// octant0(fabs(dx));
// }
// } else {
// // We're going to call octant1
// oldXFract = (float)((float)(x1 - x0)/(float)fabs((y1 - y0)));
// oldXFract++;
// drawDirection = 1;
// if(oldXFract < 0) {
// oldXFract = -oldXFract;
// drawDirection = -1;
// }
// if(y0 < y1) {
// bufferWidth = width;
// } else {
// bufferWidth = -width;
// }
// if(fabs(dy) != 0) {
// octant1(fabs(dy));
// }
// }
//}
//void vguiOctant0(int inBufferDest, int inDeltaX, vgui::Color inDrawColor)
//{
// asm_octant0_ PROC NEAR
// ; Set up destination
// mov edi,[_bufferDest]
// mov bl,[_drawColor]
//
// ; Set up fractional error
// mov eax,[_oldYFract]
// shl eax,9
// xor ax,ax
// mov [_yFract],eax
//; xor eax,eax
// xor edx,edx
//
//NOTDONEOCTANT0:
// mov [edi],bl
// ;inc edi
// add edi,[_drawDirection]
//
// ; Now just figure out whether we go to the next line or not
// add edx,[_yFract]
// jnc DONTADDOCTANT0
// add edi,[_bufferWidth]
//DONTADDOCTANT0:
// sub ecx,1
// jnz NOTDONEOCTANT0
// ret
//}