- Restored the multiplayer scoreboard's former centering so that it doesn't

look awful on widescreen intermissions. Also changed the column widths to
  be font-dependant rather than fixed proportions of the screen width.
- Fixed horizontal positioning of 'finished' on the Raven games when scaled.


SVN r1303 (trunk)
This commit is contained in:
Randy Heit 2008-12-02 02:23:05 +00:00
parent 7f05277f2b
commit b692412a9e
3 changed files with 139 additions and 53 deletions

View file

@ -1,3 +1,8 @@
December 1, 2008
- Restored the multiplayer scoreboard's former centering so that it doesn't
look awful on widescreen intermissions.
- Fixed horizontal positioning of 'finished' on the Raven games when scaled.
November 30, 2008 (Changes by Graf Zahl)
- Fixed: 'finished' wasn't drawn on the intermission because the space
check compared scaled with unscaled coordinates.

View file

@ -3,7 +3,7 @@
** Routines for drawing the scoreboards.
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** Copyright 1998-2008 Randy Heit
** Copyright 2007-2008 Christopher Westley
** All rights reserved.
**
@ -59,7 +59,7 @@
static void HU_DoDrawScores (player_t *, player_t *[MAXPLAYERS]);
static void HU_DrawTimeRemaining (int y);
static void HU_DrawPlayer (player_t *, bool, int, int, int, bool);
static void HU_DrawPlayer (player_t *, bool, int, int, int, int, int, int, int);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
@ -84,15 +84,36 @@ CVAR (Int, sb_teamdeathmatch_headingcolor, CR_RED, CVAR_ARCHIVE)
static int STACK_ARGS comparepoints (const void *arg1, const void *arg2)
{
if (deathmatch)
return (*(player_t **)arg2)->fragcount - (*(player_t **)arg1)->fragcount;
else
return (*(player_t **)arg2)->killcount - (*(player_t **)arg1)->killcount;
// Compare first be frags/kills, then by name.
player_t *p1 = *(player_t **)arg1;
player_t *p2 = *(player_t **)arg2;
int diff;
diff = deathmatch ? p2->fragcount - p1->fragcount : p2->killcount - p1->killcount;
if (diff == 0)
{
diff = stricmp (p1->userinfo.netname, p2->userinfo.netname);
}
return diff;
}
static int STACK_ARGS compareteams (const void *arg1, const void *arg2)
{
return (*(player_t **)arg1)->userinfo.team - (*(player_t **)arg2)->userinfo.team;
// Compare first by teams, then by frags, then by name.
player_t *p1 = *(player_t **)arg1;
player_t *p2 = *(player_t **)arg2;
int diff;
diff = p1->userinfo.team - p2->userinfo.team;
if (diff == 0)
{
diff = p2->fragcount - p1->fragcount;
if (diff == 0)
{
diff = stricmp (p1->userinfo.netname, p2->userinfo.netname);
}
}
return diff;
}
// CODE --------------------------------------------------------------------
@ -159,9 +180,10 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
int color;
int height = SmallFont->GetHeight() * CleanYfac;
unsigned int i;
int maxwidth = 0;
int maxnamewidth, maxscorewidth;
int numTeams = 0;
int x, y;
int x, y, bottom;
int col2, col3, col4;
if (deathmatch)
{
@ -175,25 +197,42 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
color = sb_cooperative_headingcolor;
}
maxnamewidth = SmallFont->StringWidth("Name");
maxscorewidth = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
int width = SmallFont->StringWidth (players[i].userinfo.netname);
if (width > maxwidth)
maxwidth = width;
if (width > maxnamewidth)
{
maxnamewidth = width;
}
if (players[i].mo->ScoreIcon.isValid())
{
FTexture *pic = TexMan[players[i].mo->ScoreIcon];
width = pic->GetWidth() - pic->GetScaledLeftOffset() + 2;
if (width > maxscorewidth)
{
maxscorewidth = width;
}
}
}
}
if (teamplay && deathmatch)
gamestate == GS_INTERMISSION ? y = SCREENHEIGHT * 2 / 7 : y = SCREENHEIGHT / 16;
else
gamestate == GS_INTERMISSION ? y = SCREENHEIGHT / 4 : y = SCREENHEIGHT / 16;
bottom = gamestate != GS_INTERMISSION ? ST_Y : SCREENHEIGHT;
y = MAX(48*CleanYfac, (bottom - MAXPLAYERS * (height + CleanYfac + 1)) / 2);
HU_DrawTimeRemaining (ST_Y - height);
HU_DrawTimeRemaining (bottom - height);
if (teamplay && deathmatch)
{
y -= (BigFont->GetHeight() + 8) * CleanYfac;
if (gamestate == GS_INTERMISSION)
{
y = MAX(BigFont->GetHeight() * 4, y);
}
for (i = 0; i < teams.Size (); i++)
{
teams[i].players = 0;
@ -213,44 +252,60 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
}
}
int scorexwidth = SCREENWIDTH / 32;
for (i = 0; i < teams.Size (); i++)
int scorexwidth = SCREENWIDTH / MAX(8, numTeams);
int numscores = 0;
int scorex;
for (i = 0; i < teams.Size(); ++i)
{
if (teams[i].players)
{
numscores++;
}
}
scorex = (SCREENWIDTH - scorexwidth * (numscores - 1)) / 2;
for (i = 0; i < teams.Size(); ++i)
{
if (teams[i].players)
{
char score[80];
mysnprintf (score, countof(score), "%d", teams[i].score);
screen->DrawText (BigFont, teams[i].GetTextColor(), scorexwidth, gamestate == GS_INTERMISSION ? y * 4 / 5 : y / 2, score,
screen->DrawText (BigFont, teams[i].GetTextColor(),
scorex - BigFont->StringWidth(score)*CleanXfac/2, y, score,
DTA_CleanNoMove, true, TAG_DONE);
scorexwidth += SCREENWIDTH / 8;
scorex += scorexwidth;
}
}
gamestate == GS_INTERMISSION ? y += 0 : y += SCREENWIDTH / 32;
y += (BigFont->GetHeight() + 8) * CleanYfac;
}
screen->DrawText (SmallFont, color, SCREENWIDTH / 32, y, "Color",
col2 = (SmallFont->StringWidth("Color") + 8) * CleanXfac;
col3 = col2 + (SmallFont->StringWidth("Frags") + 8) * CleanXfac;
col4 = col3 + maxscorewidth * CleanXfac;
x = (SCREENWIDTH >> 1) - ((maxnamewidth * CleanXfac + col4) >> 1);
screen->DrawText (SmallFont, color, x, y, "Color",
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (SmallFont, color, SCREENWIDTH / 4, y, deathmatch ? "Frags" : "Kills",
screen->DrawText (SmallFont, color, x + col2, y, deathmatch ? "Frags" : "Kills",
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (SmallFont, color, SCREENWIDTH / 2, y, "Name",
screen->DrawText (SmallFont, color, x + col4, y, "Name",
DTA_CleanNoMove, true, TAG_DONE);
x = (SCREENWIDTH >> 1) - (((maxwidth + 32 + 32 + 16) * CleanXfac) >> 1);
gamestate == GS_INTERMISSION ? y = SCREENHEIGHT * 2 / 7 : y = SCREENHEIGHT / 10;
y += height + 6 * CleanYfac;
bottom -= height;
if (teamplay && deathmatch)
y += SCREENWIDTH / 32;
for (i = 0; i < MAXPLAYERS && y < ST_Y - 12 * CleanYfac; i++)
for (i = 0; i < MAXPLAYERS && y <= bottom; i++)
{
if (playeringame[sortedplayers[i] - players])
{
HU_DrawPlayer (sortedplayers[i], player==sortedplayers[i], x, y, height, false);
HU_DrawPlayer (sortedplayers[i], player==sortedplayers[i], x, col2, col3, col4, maxnamewidth, y, height);
y += height + CleanYfac;
}
}
@ -295,52 +350,78 @@ static void HU_DrawTimeRemaining (int y)
//
//==========================================================================
static void HU_DrawPlayer (player_t *player, bool highlight, int x, int y, int height, bool pack)
static void HU_DrawPlayer (player_t *player, bool highlight, int col1, int col2, int col3, int col4, int maxnamewidth, int y, int height)
{
float h, s, v, r, g, b;
int color;
char str[80];
D_GetPlayerColor (int(player - players), &h, &s, &v);
HSVtoRGB (&r, &g, &b, h, s, v);
if (highlight)
{
// The teamplay mode uses colors to show teams, so we need some
// other way to do highlighting. And it may as well be used for
// all modes for the sake of consistancy.
screen->Dim(MAKERGB(200,245,255), 0.125f, col1 - 12*CleanXfac, y - 1, col4 + (maxnamewidth + 24)*CleanXfac, height + 2);
}
screen->Clear (SCREENWIDTH / 24, y, SCREENWIDTH / 24 + 24*CleanXfac, y + height, -1,
MAKEARGB(255,clamp(int(r*255.f),0,255),
clamp(int(g*255.f),0,255),
clamp(int(b*255.f),0,255)));
col2 += col1;
col3 += col1;
col4 += col1;
if (teamplay && deathmatch)
{
if (TEAMINFO_IsValidTeam (player->userinfo.team))
color = teams[player->userinfo.team].GetTextColor ();
color = teams[player->userinfo.team].GetTextColor();
else
color = CR_GREY;
}
else
{
if (!highlight)
deathmatch ? color = sb_deathmatch_otherplayercolor : color = sb_cooperative_otherplayercolor;
{
if (demoplayback && player == &players[consoleplayer])
{
color = CR_GOLD;
}
else
{
color = deathmatch ? sb_deathmatch_otherplayercolor : sb_cooperative_otherplayercolor;
}
}
else
deathmatch ? color = sb_deathmatch_yourplayercolor : color = sb_cooperative_yourplayercolor;
{
color = deathmatch ? sb_deathmatch_yourplayercolor : sb_cooperative_yourplayercolor;
}
}
D_GetPlayerColor (int(player - players), &h, &s, &v);
HSVtoRGB (&r, &g, &b, h, s, v);
screen->Clear (col1, y, col1 + 24*CleanXfac, y + height, -1,
MAKEARGB(255,clamp(int(r*255.f),0,255),
clamp(int(g*255.f),0,255),
clamp(int(b*255.f),0,255)));
mysnprintf (str, countof(str), "%d", deathmatch ? player->fragcount : player->killcount);
screen->DrawText (SmallFont, color, SCREENWIDTH / 4, y, player->playerstate == PST_DEAD && !deathmatch ? "DEAD" : str,
screen->DrawText (SmallFont, color, col2, y, player->playerstate == PST_DEAD && !deathmatch ? "DEAD" : str,
DTA_CleanNoMove, true, TAG_DONE);
screen->DrawText (SmallFont, color, SCREENWIDTH / 2, y, player->userinfo.netname,
DTA_CleanNoMove, true, TAG_DONE);
if (teamplay && teams[player->userinfo.team].logo.GetChars ())
{
screen->DrawTexture (TexMan[teams[player->userinfo.team].logo.GetChars ()], SCREENWIDTH / 5, y,
DTA_CleanNoMove, true, TAG_DONE);
}
if (player->mo->ScoreIcon.isValid())
{
screen->DrawTexture (TexMan[player->mo->ScoreIcon], SCREENWIDTH * 4 / 9, y,
FTexture *pic = TexMan[player->mo->ScoreIcon];
screen->DrawTexture (pic, col3, y,
DTA_CleanNoMove, true,
TAG_DONE);
}
screen->DrawText (SmallFont, color, col4, y, player->userinfo.netname,
DTA_CleanNoMove, true, TAG_DONE);
if (teamplay && teams[player->userinfo.team].logo.IsNotEmpty())
{
FTexture *pic = TexMan[teams[player->userinfo.team].logo];
screen->DrawTexture (pic, col1 - (pic->GetWidth() + 2) * CleanXfac, y,
DTA_CleanNoMove, true, TAG_DONE);
}
}

View file

@ -769,7 +769,7 @@ void WI_drawLF ()
else
{
screen->DrawText(font, CR_WHITE,
midx - font->StringWidth("finished")/2, y - 4*CleanYfac, "finished",
midx - font->StringWidth("finished")*CleanXfac/2, y - 4*CleanYfac, "finished",
DTA_CleanNoMove, true, TAG_DONE);
}
}