mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- started scriptifying the level intermission screen. This compiles but is not active yet.
- allow treatment as one-character string constants as character constants. This became necessary because name constants already use single quotes and are much harder to repurpose due to a higher degree of ambiguity. - fixed: protected methods in structs were not usable.
This commit is contained in:
parent
ce3c397ec7
commit
1e9ef2b1df
7 changed files with 530 additions and 14 deletions
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@ -58,6 +58,7 @@
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extern FRandom pr_exrandom;
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FMemArena FxAlloc(65536);
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int utf8_decode(const char *src, int *size);
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struct FLOP
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{
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@ -304,6 +305,36 @@ static bool AreCompatiblePointerTypes(PType *dest, PType *source, bool forcompar
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static FxExpression *StringConstToChar(FxExpression *basex)
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{
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if (!basex->isConstant()) return false;
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// Allow single character string literals be convertible to integers.
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// This serves as workaround for not being able to use single quoted literals because those are taken for names.
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ExpVal constval = static_cast<FxConstant *>(basex)->GetValue();
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FString str = constval.GetString();
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if (str.Len() == 1)
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{
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return new FxConstant(str[0], basex->ScriptPosition);
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}
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else if (str.Len() > 1)
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{
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// If the string is UTF-8, allow a single character UTF-8 sequence.
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int size;
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int c = utf8_decode(str.GetChars(), &size);
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if (c >= 0 && size == str.Len())
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{
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return new FxConstant(str[0], basex->ScriptPosition);
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}
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}
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return nullptr;
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}
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//==========================================================================
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//
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//
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@ -908,6 +939,7 @@ FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
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{
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CHECKRESOLVED();
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SAFE_RESOLVE(basex, ctx);
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int c;
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if (basex->ValueType->GetRegType() == REGT_INT)
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{
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@ -952,6 +984,17 @@ FxExpression *FxIntCast::Resolve(FCompileContext &ctx)
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return this;
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}
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else if (basex->ValueType == TypeString && basex->isConstant())
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{
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FxExpression *x = StringConstToChar(basex);
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if (x)
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{
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x->ValueType = ValueType;
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basex = nullptr;
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delete this;
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return x;
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}
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}
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ScriptPosition.Message(MSG_ERROR, "Numeric type expected");
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delete this;
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return nullptr;
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@ -3302,6 +3345,18 @@ FxExpression *FxCompareRel::Resolve(FCompileContext& ctx)
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return nullptr;
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}
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FxExpression *x;
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if (left->IsNumeric() && right->ValueType == TypeString && (x = StringConstToChar(right)))
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{
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delete right;
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right = x;
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}
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else if (right->IsNumeric() && left->ValueType == TypeString && (x = StringConstToChar(left)))
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{
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delete left;
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left = x;
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}
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if (left->ValueType == TypeString || right->ValueType == TypeString)
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{
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if (left->ValueType != TypeString)
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@ -3528,6 +3583,17 @@ FxExpression *FxCompareEq::Resolve(FCompileContext& ctx)
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if (left->ValueType != right->ValueType) // identical types are always comparable, if they can be placed in a register, so we can save most checks if this is the case.
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{
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FxExpression *x;
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if (left->IsNumeric() && right->ValueType == TypeString && (x = StringConstToChar(right)))
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{
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delete right;
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right = x;
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}
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else if (right->IsNumeric() && left->ValueType == TypeString && (x = StringConstToChar(left)))
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{
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delete left;
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left = x;
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}
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// Special cases: Compare strings and names with names, sounds, colors, state labels and class types.
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// These are all types a string can be implicitly cast into, so for convenience, so they should when doing a comparison.
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if ((left->ValueType == TypeString || left->ValueType == TypeName) &&
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@ -206,10 +206,9 @@ PFunction *FindClassMemberFunction(PStruct *selfcls, PStruct *funccls, FName nam
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// private access is only allowed if the symbol table belongs to the class in which the current function is being defined.
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sc.Message(MSG_ERROR, "%s is declared private and not accessible", symbol->SymbolName.GetChars());
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}
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else if ((funcsym->Variants[0].Flags & VARF_Protected) && (!cls_ctx || !cls_target || !cls_ctx->IsDescendantOf((PClass*)cls_target)))
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else if ((funcsym->Variants[0].Flags & VARF_Protected) && symtable != &funccls->Symbols && (!cls_ctx || !cls_target || !cls_ctx->IsDescendantOf((PClass*)cls_target)))
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{
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sc.Message(MSG_ERROR, "%s is declared protected and not accessible", symbol->SymbolName.GetChars());
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return nullptr;
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}
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else if (funcsym->Variants[0].Flags & VARF_Deprecated)
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{
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@ -1199,7 +1199,7 @@ DEFINE_ACTION_FUNCTION(_TexMan, GetSize)
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{
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PARAM_PROLOGUE;
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PARAM_INT(texid);
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auto tex = TexMan[FSetTextureID(texid)];
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auto tex = TexMan.ByIndex(texid);
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int x, y;
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if (tex != nullptr)
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{
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@ -1212,11 +1212,17 @@ DEFINE_ACTION_FUNCTION(_TexMan, GetSize)
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return MIN(numret, 2);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(_TexMan, GetScaledSize)
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{
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PARAM_PROLOGUE;
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PARAM_INT(texid);
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auto tex = TexMan[FSetTextureID(texid)];
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auto tex = TexMan.ByIndex(texid);
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if (tex != nullptr)
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{
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ACTION_RETURN_VEC2(DVector2(tex->GetScaledWidthDouble(), tex->GetScaledHeightDouble()));
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ACTION_RETURN_VEC2(DVector2(-1, -1));
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(_TexMan, CheckRealHeight)
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{
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PARAM_PROLOGUE;
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PARAM_INT(texid);
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auto tex = TexMan.ByIndex(texid);
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if (tex != nullptr)
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{
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ACTION_RETURN_INT(tex->CheckRealHeight());
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}
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ACTION_RETURN_INT(-1);
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}
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//==========================================================================
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//
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// FTextureID::operator+
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@ -648,22 +648,22 @@ private:
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struct FPatchInfo
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{
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FFont *mFont;
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FTexture *mPatch;
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FTextureID mPatch;
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EColorRange mColor;
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void Init(FGIFont &gifont)
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{
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if (gifont.color == NAME_Null)
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{
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mPatch = TexMan[gifont.fontname]; // "entering"
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mColor = mPatch == NULL ? CR_UNTRANSLATED : CR_UNDEFINED;
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mPatch = TexMan.CheckForTexture(gifont.fontname, FTexture::TEX_MiscPatch);
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mColor = mPatch.isValid() ? CR_UNTRANSLATED : CR_UNDEFINED;
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mFont = NULL;
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}
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else
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{
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mFont = V_GetFont(gifont.fontname);
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mColor = V_FindFontColor(gifont.color);
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mPatch = NULL;
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mPatch.SetNull();
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}
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if (mFont == NULL)
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{
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FPatchInfo finished;
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FPatchInfo entering;
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FTextureID Sp_secret; // "secret"
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FTextureID P_secret; // "secret"
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FTextureID Kills; // "Kills", "Scrt", "Items", "Frags"
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FTextureID Secret;
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FTextureID Items;
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@ -851,10 +851,11 @@ public:
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const char *string = GStrings(stringname);
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int midx = screen->GetWidth() / 2;
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if (pinfo->mPatch != NULL)
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if (pinfo->mPatch.isValid())
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{
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screen->DrawTexture(pinfo->mPatch, midx - pinfo->mPatch->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
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return y + (pinfo->mPatch->GetScaledHeight() * CleanYfac);
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FTexture *tex = TexMan[pinfo->mPatch];
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screen->DrawTexture(tex, midx - tex->GetScaledWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
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return y + (tex->GetScaledHeight() * CleanYfac);
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}
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else
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{
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screen->DrawTexture (TexMan[Items], SP_STATSX, SP_STATSY+lh, DTA_Clean, true, TAG_DONE);
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WI_drawPercent (IntermissionFont, 320 - SP_STATSX, SP_STATSY+lh, cnt_items[0], wbs->maxitems);
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screen->DrawTexture (TexMan[Sp_secret], SP_STATSX, SP_STATSY+2*lh, DTA_Clean, true, TAG_DONE);
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screen->DrawTexture (TexMan[P_secret], SP_STATSX, SP_STATSY+2*lh, DTA_Clean, true, TAG_DONE);
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WI_drawPercent (IntermissionFont, 320 - SP_STATSX, SP_STATSY+2*lh, cnt_secret[0], wbs->maxsecret);
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screen->DrawTexture (TexMan[Timepic], SP_TIMEX, SP_TIMEY, DTA_Clean, true, TAG_DONE);
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{
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Kills = TexMan.CheckForTexture("WIOSTK", FTexture::TEX_MiscPatch); // "kills"
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Secret = TexMan.CheckForTexture("WIOSTS", FTexture::TEX_MiscPatch); // "scrt"
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Sp_secret = TexMan.CheckForTexture("WISCRT2", FTexture::TEX_MiscPatch); // "secret"
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P_secret = TexMan.CheckForTexture("WISCRT2", FTexture::TEX_MiscPatch); // "secret"
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Items = TexMan.CheckForTexture("WIOSTI", FTexture::TEX_MiscPatch); // "items"
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Timepic = TexMan.CheckForTexture("WITIME", FTexture::TEX_MiscPatch); // "time"
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Sucks = TexMan.CheckForTexture("WISUCKS", FTexture::TEX_MiscPatch); // "sucks"
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DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, totaltime);
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DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, pnum);
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DEFINE_FIELD_X(WBStartStruct, wbstartstruct_t, plyr);
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DEFINE_FIELD(FIntermissionScreen, acceleratestage);
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DEFINE_FIELD(FIntermissionScreen, playerready);
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DEFINE_FIELD(FIntermissionScreen, me);
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DEFINE_FIELD(FIntermissionScreen, bcnt);
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DEFINE_FIELD(FIntermissionScreen, state);
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DEFINE_FIELD(FIntermissionScreen, wbs);
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DEFINE_FIELD(FIntermissionScreen, Plrs);
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DEFINE_FIELD(FIntermissionScreen, cnt);
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DEFINE_FIELD(FIntermissionScreen, cnt_kills);
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DEFINE_FIELD(FIntermissionScreen, cnt_items);
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DEFINE_FIELD(FIntermissionScreen, cnt_secret);
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DEFINE_FIELD(FIntermissionScreen, cnt_frags);
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DEFINE_FIELD(FIntermissionScreen, cnt_deaths);
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DEFINE_FIELD(FIntermissionScreen, cnt_time);
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DEFINE_FIELD(FIntermissionScreen, cnt_total_time);
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DEFINE_FIELD(FIntermissionScreen, cnt_par);
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DEFINE_FIELD(FIntermissionScreen, cnt_pause);
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DEFINE_FIELD(FIntermissionScreen, total_frags);
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DEFINE_FIELD(FIntermissionScreen, total_deaths);
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DEFINE_FIELD(FIntermissionScreen, noautostartmap);
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DEFINE_FIELD(FIntermissionScreen, dofrags);
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DEFINE_FIELD(FIntermissionScreen, ng_state);
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DEFINE_FIELD(FIntermissionScreen, shadowalpha);
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DEFINE_FIELD(FIntermissionScreen, mapname);
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DEFINE_FIELD(FIntermissionScreen, finished);
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DEFINE_FIELD(FIntermissionScreen, entering);
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DEFINE_FIELD(FIntermissionScreen, P_secret);
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DEFINE_FIELD(FIntermissionScreen, Kills);
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DEFINE_FIELD(FIntermissionScreen, Secret);
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DEFINE_FIELD(FIntermissionScreen, Items);
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DEFINE_FIELD(FIntermissionScreen, Timepic);
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DEFINE_FIELD(FIntermissionScreen, Par);
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DEFINE_FIELD(FIntermissionScreen, Sucks);
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DEFINE_FIELD(FIntermissionScreen, lnametexts);
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DEFINE_FIELD(FIntermissionScreen, snl_pointeron);
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DEFINE_FIELD(FIntermissionScreen, player_deaths);
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DEFINE_FIELD(FIntermissionScreen, sp_state);
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@ -27,6 +27,7 @@ version "2.4"
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#include "zscript/menu/conversationmenu.txt"
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#include "zscript/statscreen/types.txt"
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#include "zscript/statscreen/statscreen.txt"
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#include "zscript/inventory/inventory.txt"
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#include "zscript/inventory/inv_misc.txt"
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@ -87,6 +87,7 @@ struct TexMan
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native static void ReplaceTextures(String from, String to, int flags);
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native static int, int GetSize(TextureID tex);
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native static Vector2 GetScaledSize(TextureID tex);
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native static int CheckRealHeight(TextureID tex);
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}
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enum DrawTextureTags
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386
wadsrc/static/zscript/statscreen/statscreen.txt
Normal file
386
wadsrc/static/zscript/statscreen/statscreen.txt
Normal file
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@ -0,0 +1,386 @@
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struct PatchInfo
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{
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Font mFont;
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TextureID mPatch;
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int mColor;
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void Init(GIFont gifont)
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{
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if (gifont.color == 'Null')
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{
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mPatch = TexMan.CheckForTexture(gifont.fontname, TexMan.Type_MiscPatch);
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mColor = mPatch.isValid() ? Font.CR_UNTRANSLATED : Font.CR_UNDEFINED;
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mFont = NULL;
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}
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else
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{
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mFont = Font.GetFont(gifont.fontname);
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mColor = Font.FindFontColor(gifont.color);
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mPatch.SetInvalid();
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}
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if (mFont == NULL)
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{
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mFont = BigFont;
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}
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}
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};
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// Will be made a class later, but for now needs to mirror the internal version.
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struct IntermissionScreen native
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{
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enum EValues
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{
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// GLOBAL LOCATIONS
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WI_TITLEY = 2,
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// SINGPLE-PLAYER STUFF
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SP_STATSX = 50,
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SP_STATSY = 50,
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SP_TIMEX = 8,
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SP_TIMEY = (200 - 32),
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// NET GAME STUFF
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NG_STATSY = 50,
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};
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// States for single-player
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enum ESPState
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{
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SP_KILLS = 0,
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SP_ITEMS = 2,
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SP_SECRET = 4,
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SP_FRAGS = 6,
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SP_TIME = 8,
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};
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const SHOWNEXTLOCDELAY = 4; // in seconds
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//FInterBackground *bg;
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native int acceleratestage; // used to accelerate or skip a stage
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native bool playerready[MAXPLAYERS];
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native int me; // wbs.pnum
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native int bcnt;
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native int state; // specifies current state
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native wbstartstruct wbs; // contains information passed into intermission
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native wbplayerstruct Plrs[MAXPLAYERS]; // wbs.plyr[]
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native int cnt; // used for general timing
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native int cnt_kills[MAXPLAYERS];
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native int cnt_items[MAXPLAYERS];
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native int cnt_secret[MAXPLAYERS];
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native int cnt_frags[MAXPLAYERS];
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native int cnt_deaths[MAXPLAYERS];
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native int cnt_time;
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native int cnt_total_time;
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native int cnt_par;
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native int cnt_pause;
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native int total_frags;
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native int total_deaths;
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native bool noautostartmap;
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native int dofrags;
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native int ng_state;
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native float shadowalpha;
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//
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// GRAPHICS
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//
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||||
|
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native PatchInfo mapname;
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native PatchInfo finished;
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native PatchInfo entering;
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native TextureID p_secret;
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native TextureID kills;
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native TextureID secret;
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native TextureID items;
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native TextureID timepic;
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native TextureID par;
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native TextureID sucks;
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// [RH] Info to dynamically generate the level name graphics
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native String lnametexts[2];
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native bool snl_pointeron;
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native int player_deaths[MAXPLAYERS];
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native int sp_state;
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//====================================================================
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//
|
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// Draws a single character with a shadow
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//
|
||||
//====================================================================
|
||||
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protected int DrawCharPatch(Font fnt, int charcode, int x, int y, int translation = Font.CR_UNTRANSLATED, bool nomove = false)
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{
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int width = fnt.GetCharWidth(charcode);
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screen.DrawChar(fnt, translation, x, y, charcode, nomove ? DTA_CleanNoMove : DTA_Clean, true);
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return x - width;
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}
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//====================================================================
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//
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// Draws a level name with the big font
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||||
//
|
||||
// x is no longer passed as a parameter because the text is now broken into several lines
|
||||
// if it is too long
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//
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//====================================================================
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protected int DrawName(int y, TextureID tex, String levelname)
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{
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// draw <LevelName>
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if (tex.isValid())
|
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{
|
||||
int w,h;
|
||||
[w, h] = TexMan.GetSize(tex);
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let size = TexMan.GetScaledSize(tex);
|
||||
screen.DrawTexture(tex, true, (screen.GetWidth() - size.X * CleanXfac) /2, y, DTA_CleanNoMove, true);
|
||||
if (h > 50)
|
||||
{ // Fix for Deus Vult II and similar wads that decide to make these hugely tall
|
||||
// patches with vast amounts of empty space at the bottom.
|
||||
size.Y = TexMan.CheckRealHeight(tex) * size.Y / h;
|
||||
}
|
||||
return y + (h + BigFont.GetHeight()/4) * CleanYfac;
|
||||
}
|
||||
else if (levelname.Length() > 0)
|
||||
{
|
||||
int h = 0;
|
||||
int lumph = mapname.mFont.GetHeight() * CleanYfac;
|
||||
|
||||
BrokenLines lines = mapname.mFont.BreakLines(levelname, screen.GetWidth() / CleanXfac);
|
||||
|
||||
int count = lines.Count();
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
screen.DrawText(mapname.mFont, mapname.mColor, (screen.GetWidth() - lines.StringWidth(i) * CleanXfac) / 2, y + h, lines.StringAt(i), DTA_CleanNoMove, true);
|
||||
h += lumph;
|
||||
}
|
||||
return y + h + lumph/4;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws a text, either as patch or as string from the string table
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
protected int DrawPatchText(int y, PatchInfo pinfo, String stringname)
|
||||
{
|
||||
String string = Stringtable.Localize(stringname);
|
||||
int midx = screen.GetWidth() / 2;
|
||||
|
||||
if (pinfo.mPatch.isValid())
|
||||
{
|
||||
let size = TexMan.GetScaledSize(pinfo.mPatch);
|
||||
screen.DrawTexture(pinfo.mPatch, true, midx - size.X * CleanXfac/2, y, DTA_CleanNoMove, true);
|
||||
return y + (size.Y * CleanYfac);
|
||||
}
|
||||
else
|
||||
{
|
||||
screen.DrawText(pinfo.mFont, pinfo.mColor, midx - pinfo.mFont.StringWidth(string) * CleanXfac/2, y, string, DTA_CleanNoMove, true);
|
||||
return y + pinfo.mFont.GetHeight() * CleanYfac;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws "<Levelname> Finished!"
|
||||
//
|
||||
// Either uses the specified patch or the big font
|
||||
// A level name patch can be specified for all games now, not just Doom.
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
protected int drawLF ()
|
||||
{
|
||||
int y = WI_TITLEY * CleanYfac;
|
||||
|
||||
y = DrawName(y, wbs.LName0, lnametexts[0]);
|
||||
|
||||
// Adjustment for different font sizes for map name and 'finished'.
|
||||
y -= ((mapname.mFont.GetHeight() - finished.mFont.GetHeight()) * CleanYfac) / 4;
|
||||
|
||||
// draw "Finished!"
|
||||
if (y < (NG_STATSY - finished.mFont.GetHeight()*3/4) * CleanYfac)
|
||||
{
|
||||
// don't draw 'finished' if the level name is too tall
|
||||
y = DrawPatchText(y, finished, "$WI_FINISHED");
|
||||
}
|
||||
return y;
|
||||
}
|
||||
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws "Entering <LevelName>"
|
||||
//
|
||||
// Either uses the specified patch or the big font
|
||||
// A level name patch can be specified for all games now, not just Doom.
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
protected void drawEL ()
|
||||
{
|
||||
int y = WI_TITLEY * CleanYfac;
|
||||
|
||||
y = DrawPatchText(y, entering, "$WI_ENTERING");
|
||||
y += entering.mFont.GetHeight() * CleanYfac / 4;
|
||||
DrawName(y, wbs.LName1, lnametexts[1]);
|
||||
}
|
||||
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Draws a number.
|
||||
// If digits > 0, then use that many digits minimum,
|
||||
// otherwise only use as many as necessary.
|
||||
// x is the right edge of the number.
|
||||
// Returns new x position, that is, the left edge of the number.
|
||||
//
|
||||
//====================================================================
|
||||
protected int drawNum (Font fnt, int x, int y, int n, int digits, bool leadingzeros = true, int translation = Font.CR_UNTRANSLATED)
|
||||
{
|
||||
int fntwidth = fnt.StringWidth("3");
|
||||
String text;
|
||||
int len;
|
||||
bool nomove = fnt != IntermissionFont;
|
||||
|
||||
if (nomove)
|
||||
{
|
||||
fntwidth *= CleanXfac;
|
||||
}
|
||||
text = String.Format("%d", n);
|
||||
len = text.Length();
|
||||
if (leadingzeros)
|
||||
{
|
||||
int filldigits = digits - len;
|
||||
for(int i = 0; i < filldigits; i++)
|
||||
{
|
||||
text = "0" .. text;
|
||||
}
|
||||
len = text.Length();
|
||||
}
|
||||
|
||||
for(int text_p = len-1; text_p >= 0; text_p--)
|
||||
{
|
||||
// Digits are centered in a box the width of the '3' character.
|
||||
// Other characters (specifically, '-') are right-aligned in their cell.
|
||||
int c = text.CharCodeAt(text_p);
|
||||
if (c >= "0" && c <= "9")
|
||||
{
|
||||
x -= fntwidth;
|
||||
DrawCharPatch(fnt, c, x + (fntwidth - fnt.GetCharWidth(c)) / 2, y, translation, nomove);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawCharPatch(fnt, c, x - fnt.GetCharWidth(c), y, translation, nomove);
|
||||
x -= fntwidth;
|
||||
}
|
||||
}
|
||||
if (len < digits)
|
||||
{
|
||||
x -= fntwidth * (digits - len);
|
||||
}
|
||||
return x;
|
||||
}
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//====================================================================
|
||||
|
||||
protected void drawPercent (Font fnt, int x, int y, int p, int b, bool show_total = true, int color = Font.CR_UNTRANSLATED)
|
||||
{
|
||||
if (p < 0)
|
||||
return;
|
||||
|
||||
if (wi_percents)
|
||||
{
|
||||
if (fnt != IntermissionFont)
|
||||
{
|
||||
x -= fnt.StringWidth("%") * CleanXfac;
|
||||
}
|
||||
else
|
||||
{
|
||||
x -= fnt.StringWidth("%");
|
||||
}
|
||||
screen.DrawText(fnt, color, x, y, "%", fnt != IntermissionFont ? DTA_CleanNoMove : DTA_Clean, true);
|
||||
if (fnt != IntermissionFont)
|
||||
{
|
||||
x -= 2*CleanXfac;
|
||||
}
|
||||
drawNum(fnt, x, y, b == 0 ? 100 : p * 100 / b, -1, false, color);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (show_total)
|
||||
{
|
||||
x = drawNum(fnt, x, y, b, 2, false);
|
||||
x -= fnt.StringWidth("/");
|
||||
screen.DrawText (IntermissionFont, color, x, y, "/", DTA_Clean, true);
|
||||
}
|
||||
drawNum (fnt, x, y, p, -1, false, color);
|
||||
}
|
||||
}
|
||||
|
||||
//====================================================================
|
||||
//
|
||||
// Display level completion time and par, or "sucks" message if overflow.
|
||||
//
|
||||
//====================================================================
|
||||
protected void drawTime (int x, int y, int t, bool no_sucks=false)
|
||||
{
|
||||
bool sucky;
|
||||
|
||||
if (t < 0)
|
||||
return;
|
||||
|
||||
sucky = !no_sucks && t >= wbs.sucktime * 60 * 60 && wbs.sucktime > 0;
|
||||
|
||||
if (sucky)
|
||||
{ // "sucks"
|
||||
if (Sucks.isValid())
|
||||
{
|
||||
let size = TexMan.GetScaledSize(Sucks);
|
||||
screen.DrawTexture (Sucks, true, x - size.X, y - size.Y - 2, DTA_Clean, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
screen.DrawText (BigFont, Font.CR_UNTRANSLATED, x - BigFont.StringWidth("SUCKS"), y - IntermissionFont.GetHeight() - 2, "SUCKS", DTA_Clean, true);
|
||||
}
|
||||
}
|
||||
|
||||
int hours = t / 3600;
|
||||
t -= hours * 3600;
|
||||
int minutes = t / 60;
|
||||
t -= minutes * 60;
|
||||
int seconds = t;
|
||||
|
||||
// Why were these offsets hard coded? Half the WADs with custom patches
|
||||
// I tested screwed up miserably in this function!
|
||||
int num_spacing = IntermissionFont.GetCharWidth("3");
|
||||
int colon_spacing = IntermissionFont.GetCharWidth(":");
|
||||
|
||||
x = drawNum (IntermissionFont, x, y, seconds, 2) - 1;
|
||||
DrawCharPatch (IntermissionFont, ":", x -= colon_spacing, y);
|
||||
x = drawNum (IntermissionFont, x, y, minutes, 2, hours!=0);
|
||||
if (hours)
|
||||
{
|
||||
DrawCharPatch (IntermissionFont, ":", x -= colon_spacing, y);
|
||||
drawNum (IntermissionFont, x, y, hours, 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
Loading…
Reference in a new issue