gzdoom-gles/src/g_shared/sbar.h
Braden Obrzut 340db9160b - Draw 1 pixel of border at the edges of the status bar to prevent imprecision HOMs (only top and bottom for non-widescreen for now).
- The completeborder command is handled at the base statusbar now since it can do so more efficiently.

SVN r3771 (trunk)
2012-07-18 22:30:10 +00:00

390 lines
11 KiB
C++

/*
** sbar.h
** Base status bar definition
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __SBAR_H__
#define __SBAR_H__
#include "dobject.h"
#include "v_collection.h"
#include "v_text.h"
class player_t;
struct FRemapTable;
extern int SB_state;
enum EHudState
{
HUD_StatusBar,
HUD_Fullscreen,
HUD_None
};
class AWeapon;
// HUD Message base object --------------------------------------------------
class DHUDMessage : public DObject
{
DECLARE_CLASS (DHUDMessage, DObject)
HAS_OBJECT_POINTERS
public:
DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float holdTime);
virtual ~DHUDMessage ();
virtual void Serialize (FArchive &arc);
void Draw (int bottom);
virtual void ResetText (const char *text);
virtual void DrawSetup ();
virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
virtual bool Tick (); // Returns true to indicate time for removal
virtual void ScreenSizeChanged ();
protected:
FBrokenLines *Lines;
int Width, Height, NumLines;
float Left, Top;
bool CenterX;
int HoldTics;
int Tics;
int State;
int HUDWidth, HUDHeight;
EColorRange TextColor;
FFont *Font;
DHUDMessage () : SourceText(NULL) {}
private:
TObjPtr<DHUDMessage> Next;
DWORD SBarID;
char *SourceText;
friend class DBaseStatusBar;
};
// HUD Message; appear instantly, then fade out type ------------------------
class DHUDMessageFadeOut : public DHUDMessage
{
DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage)
public:
DHUDMessageFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float holdTime, float fadeOutTime);
virtual void Serialize (FArchive &arc);
virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
virtual bool Tick ();
protected:
int FadeOutTics;
DHUDMessageFadeOut() {}
};
// HUD Message; fade in, then fade out type ---------------------------------
class DHUDMessageFadeInOut : public DHUDMessageFadeOut
{
DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut)
public:
DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime);
virtual void Serialize (FArchive &arc);
virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
virtual bool Tick ();
protected:
int FadeInTics;
DHUDMessageFadeInOut() {}
};
// HUD Message; type on, then fade out type ---------------------------------
class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut
{
DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut)
public:
DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float typeTime, float holdTime, float fadeOutTime);
virtual void Serialize (FArchive &arc);
virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
virtual bool Tick ();
virtual void ScreenSizeChanged ();
protected:
float TypeOnTime;
int CurrLine;
int LineVisible;
int LineLen;
DHUDMessageTypeOnFadeOut() {}
};
// Mug shots ----------------------------------------------------------------
struct FMugShotFrame
{
TArray<FString> Graphic;
int Delay;
FMugShotFrame();
~FMugShotFrame();
FTexture *GetTexture(const char *default_face, const char *skin_face, int random, int level=0,
int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false,
bool directional=false);
};
struct FMugShotState
{
BYTE bUsesLevels:1;
BYTE bHealth2:1; // Health level is the 2nd character from the end.
BYTE bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type.
BYTE bDirectional:1; // Faces direction of damage.
BYTE bFinished:1;
unsigned int Position;
int Time;
int Random;
FName State;
TArray<FMugShotFrame> Frames;
FMugShotState(FName name);
~FMugShotState();
void Tick();
void Reset();
FMugShotFrame &GetCurrentFrame() { return Frames[Position]; }
FTexture *GetCurrentFrameTexture(const char *default_face, const char *skin_face, int level=0, int direction=0)
{
return GetCurrentFrame().GetTexture(default_face, skin_face, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional);
}
private:
FMugShotState();
};
class player_t;
class FMugShot
{
public:
enum StateFlags
{
STANDARD = 0x0,
XDEATHFACE = 0x1,
ANIMATEDGODMODE = 0x2,
DISABLEGRIN = 0x4,
DISABLEOUCH = 0x8,
DISABLEPAIN = 0x10,
DISABLERAMPAGE = 0x20,
};
FMugShot();
void Grin(bool grin=true) { bEvilGrin = grin; }
void Reset();
void Tick(player_t *player);
bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false);
int UpdateState(player_t *player, StateFlags stateflags=STANDARD);
FTexture *GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags=STANDARD);
private:
FMugShotState *CurrentState;
int RampageTimer;
int LastDamageAngle;
int FaceHealth;
bool bEvilGrin;
bool bDamageFaceActive;
bool bNormal;
bool bOuchActive;
};
extern TArray<FMugShotState> MugShotStates;
FMugShotState *FindMugShotState(FName state);
int FindMugShotStateIndex(FName state);
// Base Status Bar ----------------------------------------------------------
class FTexture;
class AAmmo;
class DBaseStatusBar : public DObject
{
DECLARE_CLASS (DBaseStatusBar, DObject)
HAS_OBJECT_POINTERS
public:
// Popup screens for Strife's status bar
enum
{
POP_NoChange = -1,
POP_None,
POP_Log,
POP_Keys,
POP_Status
};
// Status face stuff
enum
{
ST_NUMPAINFACES = 5,
ST_NUMSTRAIGHTFACES = 3,
ST_NUMTURNFACES = 2,
ST_NUMSPECIALFACES = 3,
ST_NUMEXTRAFACES = 2,
ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
ST_DEADFACE = ST_GODFACE + 1
};
DBaseStatusBar (int reltop, int hres=320, int vres=200);
void Destroy ();
void SetScaled (bool scale, bool force=false);
void AttachMessage (DHUDMessage *msg, uint32 id=0);
DHUDMessage *DetachMessage (DHUDMessage *msg);
DHUDMessage *DetachMessage (uint32 id);
void DetachAllMessages ();
bool CheckMessage (DHUDMessage *msg);
void ShowPlayerName ();
fixed_t GetDisplacement () { return Displacement; }
int GetPlayer ();
static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
virtual void Serialize (FArchive &arc);
virtual void Tick ();
virtual void Draw (EHudState state);
void DrawTopStuff (EHudState state);
virtual void FlashItem (const PClass *itemtype);
virtual void AttachToPlayer (player_t *player);
virtual void FlashCrosshair ();
virtual void BlendView (float blend[4]);
virtual void NewGame ();
virtual void ScreenSizeChanged ();
virtual void MultiplayerChanged ();
virtual void SetInteger (int pname, int param);
virtual void ShowPop (int popnum);
virtual void ReceivedWeapon (AWeapon *weapon);
virtual bool MustDrawLog(EHudState state);
virtual void SetMugShotState (const char *state_name, bool wait_till_done=false, bool reset=false);
void DrawLog();
protected:
void DrawPowerups ();
void UpdateRect (int x, int y, int width, int height) const;
void DrawImage (FTexture *image, int x, int y, FRemapTable *translation=NULL) const;
void DrawDimImage (FTexture *image, int x, int y, bool dimmed) const;
void DrawFadedImage (FTexture *image, int x, int y, fixed_t shade) const;
void DrawPartialImage (FTexture *image, int wx, int ww) const;
void DrINumber (signed int val, int x, int y, int imgBase=imgINumbers) const;
void DrBNumber (signed int val, int x, int y, int w=3) const;
void DrSmallNumber (int val, int x, int y) const;
void DrINumberOuter (signed int val, int x, int y, bool center=false, int w=9) const;
void DrBNumberOuter (signed int val, int x, int y, int w=3) const;
void DrBNumberOuterFont (signed int val, int x, int y, int w=3) const;
void DrSmallNumberOuter (int val, int x, int y, bool center) const;
void RefreshBackground () const;
void GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const;
public:
AInventory *ValidateInvFirst (int numVisible) const;
void DrawCrosshair ();
int ST_X, ST_Y;
int RelTop;
int HorizontalResolution, VirticalResolution;
bool Scaled;
bool Centering;
bool FixedOrigin;
bool CompleteBorder;
fixed_t CrosshairSize;
fixed_t Displacement;
enum
{
imgLAME = 0,
imgNEGATIVE = 1,
imgINumbers = 2,
imgBNEGATIVE = 12,
imgBNumbers = 13,
imgSmNumbers = 23,
NUM_BASESB_IMAGES = 33
};
FImageCollection Images;
player_t *CPlayer;
private:
DBaseStatusBar() {}
bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const;
void DrawMessages (int bottom);
void DrawConsistancy () const;
TObjPtr<DHUDMessage> Messages;
bool ShowLog;
};
extern DBaseStatusBar *StatusBar;
// Status bar factories -----------------------------------------------------
DBaseStatusBar *CreateStrifeStatusBar();
DBaseStatusBar *CreateCustomStatusBar(int script=0);
// Crosshair stuff ----------------------------------------------------------
void ST_FormatMapName(FString &mapname, const char *mapnamecolor = "");
void ST_LoadCrosshair(bool alwaysload=false);
void ST_Clear();
extern FTexture *CrosshairImage;
FTextureID GetWeaponIcon(AWeapon *weapon);
#endif /* __SBAR_H__ */