mirror of
https://github.com/ZDoom/gzdoom-gles.git
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604 lines
No EOL
16 KiB
Text
604 lines
No EOL
16 KiB
Text
/*
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** Enhanced heads up 'overlay' for fullscreen
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**
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**---------------------------------------------------------------------------
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** Copyright 2003-2008 Christoph Oelckers
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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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/*
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// Icons
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static FTexture * fragpic; // Frags icon
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static FTexture * invgems[2]; // Inventory arrows
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DVector2 AM_GetPosition();
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*/
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class AltHud ui
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{
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TextureID healthPic, berserkPic;
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TextureID tnt1a0;
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int hudwidth, hudheight;
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int statspace;
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Font HudFont; // The font for the health and armor display
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Font IndexFont; // The font for the inventory indices
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Array< Class<Ammo> > orderedammos;
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//---------------------------------------------------------------------------
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//
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// Draws an image into a box with its bottom center at the bottom
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// center of the box. The image is scaled down if it doesn't fit
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//
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//---------------------------------------------------------------------------
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void DrawImageToBox(TextureID tex, int x, int y, int w, int h, double trans = 0.75)
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{
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double scale1, scale2;
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if (tex)
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{
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let texsize = TexMan.GetScaledSize(tex);
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if (w < texsize.X) scale1 = w / texsize.X;
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else scale1 = 1.0;
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if (h < texsize.Y) scale2 = h / texsize.Y;
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else scale2 = 1.0;
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scale1 = min(scale1, scale2);
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if (scale2 < scale1) scale1=scale2;
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x += w >> 1;
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y += h;
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w = (int)(texsize.X * scale1);
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h = (int)(texsize.Y * scale1);
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screen.DrawTexture(tex, false, x, y,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_DestWidth, w, DTA_DestHeight, h, DTA_CenterBottomOffset, 1);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draws a text but uses a fixed width for all characters
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//
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//---------------------------------------------------------------------------
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void DrawHudText(Font fnt, int color, String text, int x, int y, double trans = 0.75)
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{
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int zerowidth = fnt.GetCharWidth("0");
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x += zerowidth / 2;
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for(int i=0; i < text.length(); i++)
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{
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int c = text.CharCodeAt(i);
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int width = fnt.GetCharWidth(c);
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double offset = fnt.GetBottomAlignOffset(c);
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screen.DrawChar(fnt, color, x, y, c,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans,
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DTA_LeftOffset, width/2, DTA_TopOffsetF, offset);
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x += zerowidth;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Draws a number with a fixed width for all digits
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//
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//---------------------------------------------------------------------------
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void DrawHudNumber(Font fnt, int color, int num, int x, int y, double trans = 0.75)
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{
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DrawHudText(fnt, color, String.Format("%d", num), x, y, trans);
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}
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//===========================================================================
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//
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// draw the status (number of kills etc)
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//
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//===========================================================================
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void DrawStatLine(int x, in out int y, String prefix, String text)
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{
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y -= SmallFont.GetHeight()-1;
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screen.DrawText(SmallFont, hudcolor_statnames, x, y, prefix,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
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screen.DrawText(SmallFont, hudcolor_stats, x+statspace, y, text,
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DTA_KeepRatio, true,
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DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0.75);
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}
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void DrawStatus(PlayerInfo CPlayer, int x, int y)
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{
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let mo = CPlayer.mo;
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if (hud_showscore)
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{
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DrawStatLine(x, y, "Sc:", String.Format("%d ", mo.Score));
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}
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if (hud_showstats)
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{
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DrawStatLine(x, y, "Ac:", String.Format("%i ", mo.accuracy));
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DrawStatLine(x, y, "St:", String.Format("%i ", mo.stamina));
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}
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if (!deathmatch)
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{
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// FIXME: ZDoom doesn't preserve the player's stat counters across hubs so this doesn't
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// work in cooperative hub games
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if (hud_showsecrets)
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{
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DrawStatLine(x, y, "S:", String.Format("%i/%i ", multiplayer? CPlayer.secretcount : level.found_secrets, level.total_secrets));
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}
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if (hud_showitems)
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{
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DrawStatLine(x, y, "I:", String.Format("%i/%i ", multiplayer? CPlayer.itemcount : level.found_items, level.total_items));
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}
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if (hud_showmonsters)
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{
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DrawStatLine(x, y, "K:", String.Format("%i/%i ", multiplayer? CPlayer.killcount : level.killed_monsters, level.total_monsters));
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}
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}
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}
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//===========================================================================
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//
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// draw health
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//
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//===========================================================================
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void DrawHealth(PlayerInfo CPlayer, int x, int y)
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{
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int health = CPlayer.health;
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// decide on the color first
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int fontcolor =
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health < hud_health_red ? Font.CR_RED :
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health < hud_health_yellow ? Font.CR_GOLD :
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health <= hud_health_green ? Font.CR_GREEN :
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Font.CR_BLUE;
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bool haveBerserk = hud_berserk_health
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&& !berserkpic.IsNull()
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&& CPlayer.mo.FindInventory('PowerStrength');
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DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
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}
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//===========================================================================
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//
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// Draw Armor.
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// very similar to drawhealth, but adapted to handle Hexen armor too
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//
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//===========================================================================
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void DrawArmor(BasicArmor barmor, HexenArmor harmor, int x, int y)
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{
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int ap = 0;
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int bestslot = 4;
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if (harmor)
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{
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let ac = (harmor.Slots[0] + harmor.Slots[1] + harmor.Slots[2] + harmor.Slots[3] + harmor.Slots[4]);
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ap += int(ac);
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if (ac)
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{
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// Find the part of armor that protects the most
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bestslot = 0;
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for (int i = 1; i < 4; ++i)
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{
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if (harmor.Slots[i] > harmor.Slots[bestslot])
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{
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bestslot = i;
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}
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}
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}
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}
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if (barmor)
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{
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ap += barmor.Amount;
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}
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if (ap)
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{
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// decide on color
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int fontcolor =
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ap < hud_armor_red ? Font.CR_RED :
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ap < hud_armor_yellow ? Font.CR_GOLD :
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ap <= hud_armor_green ? Font.CR_GREEN :
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Font.CR_BLUE;
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// Use the sprite of one of the predefined Hexen armor bonuses.
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// This is not a very generic approach, but it is not possible
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// to truly create new types of Hexen armor bonus items anyway.
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if (harmor && bestslot < 4)
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{
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static const String harmorIcons[] = { "AR_1A0", "AR_2A0", "AR_3A0", "AR_4A0" };
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DrawImageToBox(TexMan.CheckForTexture(harmorIcons[bestslot], TexMan.Type_Sprite), x, y, 31, 17);
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}
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else if (barmor) DrawImageToBox(barmor.Icon, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, ap, x + 33, y + 17);
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}
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}
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//===========================================================================
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//
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// KEYS
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//
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//===========================================================================
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//---------------------------------------------------------------------------
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//
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// Draw one key
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//
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// Regarding key icons, Doom's are too small, Heretic doesn't have any,
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// for Hexen the in-game sprites look better and for Strife it doesn't matter
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// so always use the spawn state's sprite instead of the icon here unless an
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// override is specified in ALTHUDCF.
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//
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//---------------------------------------------------------------------------
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bool DrawOneKey(int xo, int x, int y, in out int c, Key inv)
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{
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TextureID icon;
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if (!inv) return false;
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TextureID AltIcon = inv.AltHUDIcon;
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if (!AltIcon.Exists()) return false; // Setting a non-existent AltIcon hides this key.
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if (AltIcon.isValid())
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{
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icon = AltIcon;
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}
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else if (inv.SpawnState && inv.SpawnState.sprite!=0)
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{
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let state = inv.SpawnState;
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if (state != null) icon = state.GetSpriteTexture(0);
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else icon.SetNull();
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}
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// missing sprites map to TNT1A0. So if that gets encountered, use the default icon instead.
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if (icon.isNull() || icon == tnt1a0) icon = inv.Icon;
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if (icon.isValid())
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{
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DrawImageToBox(icon, x, y, 8, 10);
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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// Draw all keys
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//
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//---------------------------------------------------------------------------
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int DrawKeys(PlayerInfo CPlayer, int x, int y)
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{
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int yo = y;
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int xo = x;
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int i;
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int c = 0;
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Key inv;
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if (!deathmatch)
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{
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int count = Key.GetKeyTypeCount();
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// Go through the key in reverse order of definition, because we start at the right.
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for(int i = count-1; i >= 0; i--)
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{
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if ((inv = Key(CPlayer.mo.FindInventory(Key.GetKeyType(i)))))
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{
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if (DrawOneKey(xo, x - 9, y, c, inv))
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{
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x -= 9;
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if (++c >= 10)
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{
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x = xo;
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y -= 11;
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c = 0;
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}
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}
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}
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}
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}
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if (x == xo && y != yo) y += 11; // undo the last wrap if the current line is empty.
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return y - 11;
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}
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//---------------------------------------------------------------------------
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//
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// Drawing Ammo helpers
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//
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//---------------------------------------------------------------------------
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void AddAmmoToList(readonly<Weapon> weapdef)
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{
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for (int i = 0; i < 2; i++)
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{
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let ti = i == 0? weapdef.AmmoType1 : weapdef.AmmoType2;
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if (ti)
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{
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let ammodef = GetDefaultByType(ti);
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if (ammodef && !ammodef.bInvBar)
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{
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if (orderedAmmos.Find(ti) == orderedAmmos.Size())
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{
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orderedammos.Push(ti);
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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 int GetDigitCount(int value)
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{
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int digits = 0;
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do
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{
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value /= 10;
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++digits;
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}
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while (0 != value);
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return digits;
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}
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int, int GetAmmoTextLengths(PlayerInfo CPlayer)
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{
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int tammomax = 0, tammocur = 0;
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for(int i = 0; i < orderedammos.Size(); i++)
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{
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let type = orderedammos[i];
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let ammoitem = CPlayer.mo.FindInventory(type);
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int ammomax, ammocur;
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if (ammoitem == null)
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{
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ammomax = GetDefaultByType(type).MaxAmount;
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ammocur = 0;
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}
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else
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{
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ammomax = ammoitem.MaxAmount;
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ammocur = ammoItem.Amount;
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}
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tammocur = MAX(ammocur, tammocur);
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tammomax = MAX(ammomax, tammomax);
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}
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return GetDigitCount(tammocur), GetDigitCount(tammomax);
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}
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//---------------------------------------------------------------------------
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//
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// Drawing Ammo
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//
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//---------------------------------------------------------------------------
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int DrawAmmo(PlayerInfo CPlayer, int x, int y)
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{
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int i,j,k;
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String buf;
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Inventory inv;
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let wi = CPlayer.ReadyWeapon;
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orderedammos.Clear();
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if (0 == hud_showammo)
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{
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// Show ammo for current weapon if any
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if (wi) AddAmmoToList(wi.default);
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}
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else
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{
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// Order ammo by use of weapons in the weapon slots
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for (k = 0; k < PlayerPawn.NUM_WEAPON_SLOTS; k++)
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{
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int slotsize = CPlayer.weapons.SlotSize(k);
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for(j = 0; j < slotsize; j++)
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{
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let weap = CPlayer.weapons.GetWeapon(k, j);
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if (weap)
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{
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// Show ammo for available weapons if hud_showammo CVAR is 1
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// or show ammo for all weapons if hud_showammo is greater than 1
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if (hud_showammo > 1 || CPlayer.mo.FindInventory(weap))
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{
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AddAmmoToList(GetDefaultByType(weap));
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}
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}
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}
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}
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// Now check for the remaining weapons that are in the inventory but not in the weapon slots
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for(inv = CPlayer.mo.Inv; inv; inv = inv.Inv)
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{
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let weap = Weapon(inv);
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if (weap)
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{
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AddAmmoToList(weap.default);
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}
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}
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}
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// ok, we got all ammo types. Now draw the list back to front (bottom to top)
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int ammocurlen = 0;
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int ammomaxlen = 0;
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[ammocurlen, ammomaxlen] = GetAmmoTextLengths(CPlayer);
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//buf = String.Format("%0d/%0d", 0, 0);
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buf = String.Format("%0*d/%0*d", ammocurlen, 0, ammomaxlen, 0);
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int def_width = ConFont.StringWidth(buf);
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int yadd = ConFont.GetHeight();
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int xtext = x - def_width;
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int ximage = x;
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if (hud_ammo_order > 0)
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{
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xtext -= 24;
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ximage -= 20;
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}
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else
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{
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ximage -= def_width + 20;
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}
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for(i = orderedammos.Size() - 1; i >= 0; i--)
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{
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let type = orderedammos[i];
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let ammoitem = CPlayer.mo.FindInventory(type);
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let inv = GetDefaultByType(type);
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let AltIcon = inv.AltHUDIcon;
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int maxammo = inv.MaxAmount;
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let icon = !AltIcon.isNull()? AltIcon : inv.Icon;
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if (!icon.isValid()) continue;
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double trans= (wi && (type == wi.AmmoType1 || type == wi.AmmoType2)) ? 0.75 : 0.375;
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int ammo = ammoitem? ammoitem.Amount : 0;
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// buf = String.Format("%d/%d", ammo, maxammo);
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buf = String.Format("%*d/%*d", ammocurlen, ammo, ammomaxlen, maxammo);
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int tex_width= clamp(ConFont.StringWidth(buf) - def_width, 0, 1000);
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int fontcolor=( !maxammo ? Font.CR_GRAY :
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ammo < ( (maxammo * hud_ammo_red) / 100) ? Font.CR_RED :
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ammo < ( (maxammo * hud_ammo_yellow) / 100) ? Font.CR_GOLD : Font.CR_GREEN );
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DrawHudText(ConFont, fontcolor, buf, xtext-tex_width, y+yadd, trans);
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DrawImageToBox(icon, ximage, y, 16, 8, trans);
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y-=10;
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}
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return y;
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}
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//---------------------------------------------------------------------------
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//
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// Drawing weapons
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//
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//---------------------------------------------------------------------------
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void DrawOneWeapon(PlayerInfo CPlayer, int x, in out int y, Weapon weapon)
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{
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double trans;
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// Powered up weapons and inherited sister weapons are not displayed.
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if (weapon.bPOWERED_UP) return;
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let SisterWeapon = weapon.SisterWeapon;
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if (SisterWeapon && (weapon is SisterWeapon.GetClass())) return;
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trans=0.4;
|
|
let ReadyWeapon = CPlayer.ReadyWeapon;
|
|
if (ReadyWeapon)
|
|
{
|
|
if (weapon == CPlayer.ReadyWeapon || SisterWeapon == CPlayer.ReadyWeapon) trans = 0.85;
|
|
}
|
|
|
|
TextureID picnum = StatusBar.GetInventoryIcon(weapon, StatusBar.DI_ALTICONFIRST);
|
|
|
|
if (picnum.isValid())
|
|
{
|
|
// don't draw tall sprites too small.
|
|
int w, h;
|
|
[w, h] = TexMan.GetSize(picnum);
|
|
int rh;
|
|
if (w > h) rh = 8;
|
|
else
|
|
{
|
|
rh = 16;
|
|
y -= 8;
|
|
}
|
|
DrawImageToBox(picnum, x-24, y, 20, rh, trans);
|
|
y-=10;
|
|
}
|
|
}
|
|
|
|
|
|
void DrawWeapons(PlayerInfo CPlayer, int x, int y)
|
|
{
|
|
int k,j;
|
|
Inventory inv;
|
|
|
|
// First draw all weapons in the inventory that are not assigned to a weapon slot
|
|
for(inv = CPlayer.mo.Inv; inv; inv = inv.Inv)
|
|
{
|
|
let weap = Weapon(inv);
|
|
if (weap &&
|
|
!CPlayer.weapons.LocateWeapon(weap.GetClass()))
|
|
{
|
|
DrawOneWeapon(CPlayer, x, y, weap);
|
|
}
|
|
}
|
|
|
|
// And now everything in the weapon slots back to front
|
|
for (k = PlayerPawn.NUM_WEAPON_SLOTS - 1; k >= 0; k--) for(j = CPlayer.weapons.SlotSize(k) - 1; j >= 0; j--)
|
|
{
|
|
let weap = CPlayer.weapons.GetWeapon(k, j);
|
|
if (weap)
|
|
{
|
|
let weapitem = Weapon(CPlayer.mo.FindInventory(weap));
|
|
if (weapitem)
|
|
{
|
|
DrawOneWeapon(CPlayer, x, y, weapitem);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
} |