mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
- Added resolution setting to SBarInfo.
- Fixed: Mug shot was not reset at the start of a new game. SVN r2332 (trunk)
This commit is contained in:
parent
c4efbeb515
commit
9611e7310a
6 changed files with 103 additions and 30 deletions
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@ -215,6 +215,7 @@ class FMugShot
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FMugShot();
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void Grin(bool grin=true) { bEvilGrin = grin; }
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void Reset();
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void Tick(player_t *player);
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bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false);
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int UpdateState(player_t *player, StateFlags stateflags=STANDARD);
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@ -275,7 +276,7 @@ public:
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ST_DEADFACE = ST_GODFACE + 1
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};
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DBaseStatusBar (int reltop);
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DBaseStatusBar (int reltop, int hres=320, int vres=200);
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void Destroy ();
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void SetScaled (bool scale, bool force=false);
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@ -338,6 +339,7 @@ public:
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int ST_X, ST_Y;
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int RelTop;
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int HorizontalResolution, VirticalResolution;
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bool Scaled;
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bool Centering;
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bool FixedOrigin;
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@ -221,6 +221,17 @@ int FindMugShotStateIndex(FName state)
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//===========================================================================
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FMugShot::FMugShot()
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{
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Reset();
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}
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//===========================================================================
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//
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// FMugShot :: Reset
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//
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//===========================================================================
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void FMugShot::Reset()
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{
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FaceHealth = -1;
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bEvilGrin = false;
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@ -190,8 +190,8 @@ class SBarInfoCommand
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}
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}
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if(!fullScreenOffsets)
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y.SetCoord((negative ? -sc.Number : sc.Number) - (200 - script->height));
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//if(!fullScreenOffsets)
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// y.SetCoord((negative ? -sc.Number : sc.Number) - (200 - script->height));
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}
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EColorRange GetTranslation(FScanner &sc)
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{
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@ -367,6 +367,7 @@ enum //Key words
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SBARINFO_COMPLETEBORDER,
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SBARINFO_MONOSPACEFONTS,
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SBARINFO_LOWERHEALTHCAP,
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SBARINFO_RESOLUTION,
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SBARINFO_STATUSBAR,
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SBARINFO_MUGSHOT,
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SBARINFO_CREATEPOPUP,
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@ -394,6 +395,7 @@ static const char *SBarInfoTopLevel[] =
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"completeborder",
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"monospacefonts",
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"lowerhealthcap",
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"resolution",
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"statusbar",
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"mugshot",
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"createpopup",
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@ -579,6 +581,14 @@ void SBarInfo::ParseSBarInfo(int lump)
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}
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sc.MustGetToken(';');
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break;
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case SBARINFO_RESOLUTION:
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sc.MustGetToken(TK_IntConst);
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resW = sc.Number;
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sc.MustGetToken(',');
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sc.MustGetToken(TK_IntConst);
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resH = sc.Number;
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sc.MustGetToken(';');
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break;
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case SBARINFO_STATUSBAR:
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{
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if(!baseSet) //If the user didn't explicitly define a base, do so now.
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@ -761,6 +771,8 @@ void SBarInfo::Init()
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armorInterpolationSpeed = 8;
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height = 0;
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spacingCharacter = '\0';
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resW = 320;
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resH = 200;
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for(unsigned int i = 0;i < NUMHUDS;i++)
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huds[i] = new SBarInfoMainBlock(this);
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@ -902,7 +914,7 @@ class DSBarInfo : public DBaseStatusBar
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{
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DECLARE_CLASS(DSBarInfo, DBaseStatusBar)
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public:
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DSBarInfo (SBarInfo *script=NULL) : DBaseStatusBar(script->height),
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DSBarInfo (SBarInfo *script=NULL) : DBaseStatusBar(script->height, script->resW, script->resH),
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ammo1(NULL), ammo2(NULL), ammocount1(0), ammocount2(0), armor(NULL),
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pendingPopup(POP_None), currentPopup(POP_None), lastHud(-1),
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lastInventoryBar(NULL), lastPopup(NULL)
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@ -1110,7 +1122,7 @@ public:
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fixed_t tmp = 0;
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// I'll handle the conversion from fixed to int myself for more control
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fixed_t fx = (x + ST_X).Coordinate() << FRACBITS;
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fixed_t fy = (y + ST_Y).Coordinate() << FRACBITS;
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fixed_t fy = (y + ST_Y - (Scaled ? script->resH : 200) + script->height).Coordinate() << FRACBITS;
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fixed_t fw = (forceWidth <= -1 ? texture->GetScaledWidth() : forceWidth) << FRACBITS;
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fixed_t fh = (forceHeight <= -1 ? texture->GetScaledHeight() : forceHeight) << FRACBITS;
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fixed_t fcx = cx == 0 ? 0 : fx + cx - (texture->GetScaledLeftOffset() << FRACBITS);
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@ -1120,10 +1132,16 @@ public:
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if(Scaled)
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{
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if(cx != 0 || cy != 0)
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screen->VirtualToRealCoordsFixed(fcx, fcy, tmp, tmp, 320, 200, true);
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screen->VirtualToRealCoordsFixed(fcx, fcy, tmp, tmp, script->resW, script->resH, true);
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if(cr != 0 || cb != 0 || clearDontDraw)
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screen->VirtualToRealCoordsFixed(fcr, fcb, tmp, tmp, 320, 200, true);
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screen->VirtualToRealCoordsFixed(fx, fy, fw, fh, 320, 200, true);
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screen->VirtualToRealCoordsFixed(fcr, fcb, tmp, tmp, script->resW, script->resH, true);
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screen->VirtualToRealCoordsFixed(fx, fy, fw, fh, script->resW, script->resH, true);
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}
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else
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{
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fy += (200 - script->resH)<<FRACBITS;
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fcy += (200 - script->resH)<<FRACBITS;
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fcb += (200 - script->resH)<<FRACBITS;
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}
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// Round to nearest
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w = (fw + (FRACUNIT>>1)) >> FRACBITS;
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@ -1173,10 +1191,26 @@ public:
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int rx, ry, rcx=0, rcy=0, rcr=INT_MAX, rcb=INT_MAX;
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ADJUST_RELCENTER(x,y,rx,ry)
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// We can't use DTA_HUDRules since it forces a width and height.
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// Translation: No high res.
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bool xright = rx < 0;
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bool ybot = ry < 0;
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w = (forceWidth <= -1 ? texture->GetScaledWidth() : forceWidth);
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h = (forceHeight <= -1 ? texture->GetScaledHeight() : forceHeight);
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if(vid_fps && rx < 0 && ry >= 0)
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ry += 10;
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if(hud_scale)
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{
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rx *= CleanXfac * 320.0/script->resW;
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ry *= CleanYfac * 200.0/script->resH;
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w *= CleanXfac * 320.0/script->resW;
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h *= CleanYfac * 200.0/script->resH;
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}
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if(xright)
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rx = SCREENWIDTH + rx;
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if(ybot)
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ry = SCREENHEIGHT + ry;
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// Check for clipping
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if(cx != 0 || cy != 0 || cr != 0 || cb != 0)
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@ -1189,34 +1223,34 @@ public:
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if(ry < 0)
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{
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if(rcy != 0)
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rcy = hud_scale ? SCREENHEIGHT + (rcy*CleanYfac) : SCREENHEIGHT + rcy;
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rcy = hud_scale ? SCREENHEIGHT + (rcy*CleanYfac*200.0/script->resH) : SCREENHEIGHT + rcy;
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if(rcb != INT_MAX)
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rcb = hud_scale ? SCREENHEIGHT + (rcb*CleanYfac) : SCREENHEIGHT + rcb;
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rcb = hud_scale ? SCREENHEIGHT + (rcb*CleanYfac*200.0/script->resH) : SCREENHEIGHT + rcb;
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}
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else if(hud_scale)
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{
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rcy *= CleanYfac;
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rcy *= CleanYfac*200.0/script->resH;
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if(rcb != INT_MAX)
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rcb *= CleanYfac;
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rcb *= CleanYfac*200.0/script->resH;
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}
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if(rx < 0)
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{
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if(rcx != 0)
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rcx = hud_scale ? SCREENWIDTH + (rcx*CleanXfac) : SCREENWIDTH + rcx;
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rcx = hud_scale ? SCREENWIDTH + (rcx*CleanXfac*320.0/script->resW) : SCREENWIDTH + rcx;
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if(rcr != INT_MAX)
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rcr = hud_scale ? SCREENWIDTH + (rcr*CleanXfac) : SCREENWIDTH + rcr;
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rcr = hud_scale ? SCREENWIDTH + (rcr*CleanXfac*320.0/script->resW) : SCREENWIDTH + rcr;
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}
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else if(hud_scale)
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{
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rcx *= CleanXfac;
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rcx *= CleanXfac*320.0/script->resW;
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if(rcr != INT_MAX)
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rcr *= CleanXfac;
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rcr *= CleanXfac*320.0/script->resW;
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}
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}
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if(clearDontDraw)
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{
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screen->Clear(rcx, rcy, MIN<int>(rcr, w*(hud_scale ? CleanXfac : 1)), MIN<int>(rcb, h*(hud_scale ? CleanYfac : 1)), GPalette.BlackIndex, 0);
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screen->Clear(rcx, rcy, MIN<int>(rcr, w), MIN<int>(rcb, h), GPalette.BlackIndex, 0);
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}
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else
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{
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@ -1232,7 +1266,6 @@ public:
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DTA_Translation, translate ? GetTranslation() : 0,
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DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
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DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
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DTA_HUDRules, HUD_Normal,
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DTA_Alpha, alpha,
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DTA_AlphaChannel, alphaMap,
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DTA_FillColor, 0,
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@ -1250,7 +1283,6 @@ public:
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DTA_Translation, translate ? GetTranslation() : 0,
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DTA_ColorOverlay, dim ? DIM_OVERLAY : 0,
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DTA_CenterBottomOffset, (offsetflags & SBarInfoCommand::CENTER_BOTTOM) == SBarInfoCommand::CENTER_BOTTOM,
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DTA_HUDRules, HUD_Normal,
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DTA_Alpha, alpha,
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TAG_DONE);
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}
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@ -1297,9 +1329,13 @@ public:
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if(!fullScreenOffsets)
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{
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rx += ST_X;
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ry += ST_Y;
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ry += ST_Y - (Scaled ? script->resH : 200) + script->height;
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if(Scaled)
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screen->VirtualToRealCoordsInt(rx, ry, rw, rh, 320, 200, true);
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screen->VirtualToRealCoordsInt(rx, ry, rw, rh, script->resW, script->resH, true);
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else
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{
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ry += (200 - script->resH);
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}
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}
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else
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{
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@ -1340,12 +1376,26 @@ public:
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}
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else
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{
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bool xright = rx < 0;
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bool ybot = ry < 0;
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if(hud_scale)
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{
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rx *= CleanXfac * 320.0/script->resW;
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ry *= CleanYfac * 200.0/script->resH;
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rw *= CleanXfac * 320.0/script->resW;
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rh *= CleanYfac * 200.0/script->resH;
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}
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if(xright)
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rx = SCREENWIDTH + rx;
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if(ybot)
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ry = SCREENHEIGHT + ry;
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screen->DrawTexture(character, rx, ry,
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DTA_DestWidth, rw,
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DTA_DestHeight, rh,
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DTA_Translation, font->GetColorTranslation(translation),
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DTA_Alpha, alpha,
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DTA_HUDRules, HUD_Normal,
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TAG_DONE);
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}
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if(script->spacingCharacter == '\0')
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@ -98,6 +98,8 @@ struct SBarInfo
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int height;
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int gameType;
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FMugShot MugShot;
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int resW;
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int resH;
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int GetGameType() { return gameType; }
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void ParseSBarInfo(int lump);
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@ -1175,6 +1175,10 @@ class CommandDrawMugShot : public SBarInfoCommand
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GetCoordinates(sc, fullScreenOffsets, x, y);
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sc.MustGetToken(';');
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}
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void Reset()
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{
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script->MugShot.Reset();
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}
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protected:
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FString defaultFace; //Deprecated
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@ -175,7 +175,7 @@ void ST_LoadCrosshair(bool alwaysload)
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//
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//---------------------------------------------------------------------------
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DBaseStatusBar::DBaseStatusBar (int reltop)
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DBaseStatusBar::DBaseStatusBar (int reltop, int hres, int vres)
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{
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Centering = false;
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FixedOrigin = false;
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@ -185,6 +185,8 @@ DBaseStatusBar::DBaseStatusBar (int reltop)
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Displacement = 0;
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CPlayer = NULL;
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ShowLog = false;
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HorizontalResolution = hres;
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VirticalResolution = vres;
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SetScaled (st_scale);
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}
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@ -216,18 +218,20 @@ void DBaseStatusBar::Destroy ()
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//---------------------------------------------------------------------------
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//[BL] Added force argument to have forcescaled mean forcescaled.
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// - Also, if the VirticalResolution is something other than the default (200)
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// We should always obey the value of scale.
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void DBaseStatusBar::SetScaled (bool scale, bool force)
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{
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Scaled = (RelTop != 0 || force) && (SCREENWIDTH != 320 && scale);
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Scaled = (RelTop != 0 || force) && ((SCREENWIDTH != 320 || HorizontalResolution != 320) && scale);
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if (!Scaled)
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{
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ST_X = (SCREENWIDTH - 320) / 2;
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ST_X = (SCREENWIDTH - HorizontalResolution) / 2;
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ST_Y = SCREENHEIGHT - RelTop;
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::ST_Y = ST_Y;
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if (RelTop > 0)
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{
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Displacement = ((ST_Y * 200 / SCREENHEIGHT) - (200 - RelTop))*FRACUNIT/RelTop;
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Displacement = ((ST_Y * VirticalResolution / SCREENHEIGHT) - (VirticalResolution - RelTop))*FRACUNIT/RelTop;
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}
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else
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{
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@ -237,14 +241,14 @@ void DBaseStatusBar::SetScaled (bool scale, bool force)
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else
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{
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ST_X = 0;
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ST_Y = 200 - RelTop;
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ST_Y = VirticalResolution - RelTop;
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if (CheckRatio(SCREENWIDTH, SCREENHEIGHT) != 4)
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{ // Normal resolution
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, 200);
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::ST_Y = Scale (ST_Y, SCREENHEIGHT, VirticalResolution);
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}
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else
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{ // 5:4 resolution
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::ST_Y = Scale(ST_Y - 100, SCREENHEIGHT*3, BaseRatioSizes[4][1]) + SCREENHEIGHT/2
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::ST_Y = Scale(ST_Y - VirticalResolution/2, SCREENHEIGHT*3, Scale(VirticalResolution, BaseRatioSizes[4][1], 200)) + SCREENHEIGHT/2
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+ (SCREENHEIGHT - SCREENHEIGHT * BaseRatioSizes[4][3] / 48) / 2;
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}
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Displacement = 0;
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@ -1000,7 +1004,7 @@ void DBaseStatusBar::RefreshBackground () const
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if (x > 0)
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{
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y = x == ST_X ? ST_Y : ::ST_Y;
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x2 = !(ratio & 3) || !Scaled ? ST_X+320 :
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x2 = !(ratio & 3) || !Scaled ? ST_X+HorizontalResolution :
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SCREENWIDTH - (SCREENWIDTH*(48-BaseRatioSizes[ratio][3])+48*2-1)/(48*2);
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R_DrawBorder (0, y, x, SCREENHEIGHT);
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R_DrawBorder (x2, y, SCREENWIDTH, SCREENHEIGHT);
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