- Moved high level parts of view border drawing to status bar.

This commit is contained in:
Christoph Oelckers 2019-01-07 16:56:44 +01:00
parent 86acb876f1
commit 848d9c3750
7 changed files with 70 additions and 66 deletions

View file

@ -760,15 +760,15 @@ void D_Display ()
{
AM_Drawer (hud_althud? viewheight : StatusBar->GetTopOfStatusbar());
}
if (!automapactive || viewactive)
{
screen->RefreshViewBorder ();
}
// for timing the statusbar code.
//cycle_t stb;
//stb.Reset();
//stb.Clock();
if (!automapactive || viewactive)
{
StatusBar->RefreshViewBorder ();
}
if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10)
{
StatusBar->DrawBottomStuff (HUD_AltHud);

View file

@ -183,7 +183,7 @@ public:
T operator=(std::nullptr_t nul)
{
o = nullptr;
return nullptr;
return *this;
}
// To allow NULL, too.
@ -191,9 +191,17 @@ public:
{
assert(val == 0);
o = nullptr;
return nullptr;
return *this;
}
// To allow NULL, too. In Clang NULL is a long.
T operator=(const long val)
{
assert(val == 0);
o = nullptr;
return *this;
}
operator T() throw()
{
return GC::ReadBarrier(pp);

View file

@ -453,6 +453,7 @@ public:
void RefreshBackground () const;
void RefreshViewBorder ();
private:
DObject *AltHud = nullptr;

View file

@ -774,6 +774,49 @@ void DBaseStatusBar::ShowPlayerName ()
1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M'));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static FTextureID GetBorderTexture(FLevelLocals *Level)
{
if (Level != nullptr && Level->info != nullptr && Level->info->BorderTexture.Len() != 0)
{
auto picnum = TexMan.CheckForTexture (Level->info->BorderTexture, ETextureType::Flat);
if (picnum.isValid()) return picnum;
}
return TexMan.CheckForTexture (gameinfo.BorderFlat, ETextureType::Flat);
}
//==========================================================================
//
// R_RefreshViewBorder
//
// Draws the border around the player view, if needed.
//
//==========================================================================
void DBaseStatusBar::RefreshViewBorder ()
{
if (setblocks < 10)
{
int Width = screen->GetWidth();
if (viewwidth == Width)
{
return;
}
auto tex = GetBorderTexture(&level);
screen->DrawBorder (tex, 0, 0, Width, viewwindowy);
screen->DrawBorder (tex, 0, viewwindowy, viewwindowx, viewheight + viewwindowy);
screen->DrawBorder (tex, viewwindowx + viewwidth, viewwindowy, Width, viewheight + viewwindowy);
screen->DrawBorder (tex, 0, viewwindowy + viewheight, Width, StatusBar->GetTopOfStatusbar());
screen->DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight);
}
}
//---------------------------------------------------------------------------
//
// RefreshBackground
@ -787,13 +830,17 @@ void DBaseStatusBar::RefreshBackground () const
float ratio = ActiveRatio (SCREENWIDTH, SCREENHEIGHT);
x = ST_X;
y = SBarTop;
if (x == 0 && y == SCREENHEIGHT) return;
auto tex = GetBorderTexture(&level);
if(!CompleteBorder)
{
if(y < SCREENHEIGHT)
{
screen->DrawBorder (x+1, y, SCREENWIDTH, y+1);
screen->DrawBorder (x+1, SCREENHEIGHT-1, SCREENWIDTH, SCREENHEIGHT);
screen->DrawBorder (tex, x+1, y, SCREENWIDTH, y+1);
screen->DrawBorder (tex, x+1, SCREENHEIGHT-1, SCREENWIDTH, SCREENHEIGHT);
}
}
else
@ -812,8 +859,8 @@ void DBaseStatusBar::RefreshBackground () const
x2 = SCREENWIDTH;
}
screen->DrawBorder (0, y, x+1, SCREENHEIGHT);
screen->DrawBorder (x2-1, y, SCREENWIDTH, SCREENHEIGHT);
screen->DrawBorder (tex, 0, y, x+1, SCREENHEIGHT);
screen->DrawBorder (tex, x2-1, y, SCREENWIDTH, SCREENHEIGHT);
if (setblocks >= 10)
{

View file

@ -254,7 +254,7 @@ sector_t *FGLRenderer::RenderView(player_t* player)
bool saved_niv = NoInterpolateView;
NoInterpolateView = false;
// prepare all camera textures that have been used in the last frame
auto Level = player->mo->__GetLevel();
auto Level = &level;
gl_RenderState.CheckTimer(Level->ShaderStartTime);
Level->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
{

View file

@ -1339,19 +1339,8 @@ DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
//
//==========================================================================
void DFrameBuffer::DrawBorder (int x1, int y1, int x2, int y2)
void DFrameBuffer::DrawBorder (FTextureID picnum, int x1, int y1, int x2, int y2)
{
FTextureID picnum;
if (level.info != NULL && level.info->BorderTexture.Len() != 0)
{
picnum = TexMan.CheckForTexture (level.info->BorderTexture, ETextureType::Flat);
}
else
{
picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, ETextureType::Flat);
}
if (picnum.isValid())
{
FlatFill (x1, y1, x2, y2, TexMan.GetTexture(picnum, false));
@ -1362,46 +1351,7 @@ void DFrameBuffer::DrawBorder (int x1, int y1, int x2, int y2)
}
}
//==========================================================================
//
// R_DrawViewBorder
//
// Draws the border around the view for different size windows
//
//==========================================================================
void DFrameBuffer::DrawViewBorder (void)
{
if (viewwidth == Width)
{
return;
}
DrawBorder (0, 0, Width, viewwindowy);
DrawBorder (0, viewwindowy, viewwindowx, viewheight + viewwindowy);
DrawBorder (viewwindowx + viewwidth, viewwindowy, Width, viewheight + viewwindowy);
DrawBorder (0, viewwindowy + viewheight, Width, StatusBar->GetTopOfStatusbar());
DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight);
}
//==========================================================================
//
// R_RefreshViewBorder
//
// Draws the border around the player view, if needed.
//
//==========================================================================
void DFrameBuffer::RefreshViewBorder ()
{
if (setblocks < 10)
{
DrawViewBorder();
}
}
//==========================================================================
///==========================================================================
//
// Draws a blend over the entire view
//

View file

@ -538,9 +538,7 @@ public:
void DrawChar(FFont *font, int normalcolor, double x, double y, int character, VMVa_List &args);
void DrawFrame(int left, int top, int width, int height);
void DrawBorder(int x1, int y1, int x2, int y2);
void DrawViewBorder();
void RefreshViewBorder();
void DrawBorder(FTextureID, int x1, int y1, int x2, int y2);
// Calculate gamma table
void CalcGamma(float gamma, uint8_t gammalookup[256]);