Rachael Alexanderson
e7bad7218f
- fix status bar scaling: use a fractional that takes full advantage of the precision type, rather than a static numerical constant. (this fixes rendering in very odd resolutions such as 1440x847)
2020-03-22 07:12:08 -04:00
alexey.lysiuk
59f09d4893
- move setting status bar defaults to proper location
...
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code
https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
2019-12-18 15:40:39 +02:00
alexey.lysiuk
51c90f54a4
- fixed wrong display of Hexen AC for SBARINFO
...
Do not use BasicArmor's save percentage when no armor present
Applied change from 34c2c65bb6
to old status bar definitions
2019-12-01 10:30:06 +02:00
alexey.lysiuk
fdd17403e5
- added ability to force internal alternative HUD
...
Set hud_althud_forceinternal CVAR to disable unwanted HUD customizations
2019-11-26 15:45:18 +02:00
alexey.lysiuk
a7f2df4fef
- added ability to set custom alternative HUD
...
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud
https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 15:45:18 +02:00
Player701
db1359f98e
- Implemented scale parameter for BaseStatusBar::DrawString
2019-11-24 10:45:07 +01:00
Christoph Oelckers
2e7af1338c
- the big cleanup of the exit cleanup is done!
...
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.
2019-10-07 20:28:55 +02:00
Christoph Oelckers
1a94e169ff
- changed colors for crosshair health display to keep this in line with other health indicators on the HUD.
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Use green for 100% health, not 200% and move toward blue for higher health.
2019-08-18 19:28:40 +02:00
Hugo Locurcio
61badfd694
Improve crosshair health color to be more informative
...
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.
The old behavior (`crosshairhealth 1`) is still the default.
2019-08-18 19:09:52 +02:00
Christoph Oelckers
c3e3fda94a
- fixed handling of the "ouch" face.
...
This depended on order of execution, taking the health values to compare from variables which were not synchronized properly.
Now both the last and current health being used here are being retrieved in the same place so that further changes cannot break this again.
2019-08-09 09:58:40 +02:00
Christoph Oelckers
8447525019
- fixed: Takedown of an expired HUD message did not properly detach it from the list.
2019-08-09 08:32:23 +02:00
Christoph Oelckers
154af34cd9
- added an option to always display the log and the subtitles with the generic font.
...
If this is on it will disable the status bar's pop screen for the log and always use the HUD overlay instead.
2019-07-31 17:02:39 +02:00
3saster
5eb2a6b681
FPS counter no longer blocks level time on automap
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Respects HUD & Console scaling
2019-07-18 10:41:23 +02:00
Christoph Oelckers
95349822c4
- for the map name on the automap, fall back to the original SmallFont if the actual one cannot print it.
...
This is mainly for mods which provide a new font but do not alter the automap texts, a good example is Hell Revealed 2.
2019-07-17 20:28:07 +02:00
alexey.lysiuk
b935218dc2
- fixed: subtitles background renains visible on new game
...
https://forum.zdoom.org/viewtopic.php?t=65366
2019-07-16 11:37:41 +03:00
Christoph Oelckers
953e388e1c
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-07-07 08:09:14 +02:00
Major Cooke
b4cfea4e4d
Re-ordered drawing a little.
2019-07-03 18:01:45 +02:00
Major Cooke
7b698b4a0e
Added RenderUnderlay.
...
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.
2019-07-03 18:01:45 +02:00
Christoph Oelckers
e93de62f98
- eliminated dependency of CVar code on AActor.
...
As a low level feature, the CVAR management should not access game structures like actors, just to retrieve a player index. The index should be calculated by the calling code instead and passed into the function.
# Conflicts:
# src/win32/i_specialpaths.cpp
2019-06-26 21:28:45 +02:00
Christoph Oelckers
2766303cfc
- consolidated the 3 atterm implementations.
...
Each platform had its own copy. Why?
2019-06-10 12:01:01 +02:00
Christoph Oelckers
5b32c5b150
- fixed the write barriers for the HUD message linked list.
...
To ensure that no broken relations occur, any change in the list must be handled by a write barrier, not just the single message that gets added.
2019-06-05 20:58:59 +02:00
Christoph Oelckers
04334aa0fe
- implemented subtitle display for Blackbird's voiceover messages.
2019-05-19 12:16:42 +02:00
Alexander
7540de4027
added a crosshair on/off toggle
2019-05-18 11:32:48 +02:00
alexey.lysiuk
a33fae19dd
- improved handling of HUDMSG_TYPEON
...
This includes the following changes
* Validation of serialized values
* Proper fix for message cut off after an empty line, part of https://forum.zdoom.org/viewtopic.php?t=63935 , which appeared to be broken again with dbf06fc
* No crash with an empty HUD message, https://forum.zdoom.org/viewtopic.php?t=63761 and https://forum.zdoom.org/viewtopic.php?t=64569
2019-05-04 13:26:36 +03:00
alexey.lysiuk
dbf06fc9ca
- brought back text length check for 'type on' HUD message
...
https://forum.zdoom.org/viewtopic.php?t=64569
2019-05-04 11:13:59 +03:00
Christoph Oelckers
6f3982865f
- refinement of font substitution logic.
2019-04-22 10:23:28 +02:00
Christoph Oelckers
e0a0be4f7b
- added a CanPrint function to FFont and used that to handle the statistics display on the automap HUD to only replace the font when actually needed, not based on the language.
2019-04-22 09:08:43 +02:00
Christoph Oelckers
13841655aa
- add color remapping for NewSmallFont as well.
2019-04-21 10:49:27 +02:00
Christoph Oelckers
fcbde757c9
- do not mix game-specified fonts with the extensions for the stock version.
...
This generally doesn't look good when different colors are mixed or the mismatch in color ranges causes bad translations to be generated.
2019-04-21 08:09:31 +02:00
Christoph Oelckers
cd929e0c76
- reinstated the old clean scaling factor calculation just for the status bar.
...
Some mods took the lack of validation in this code for granted.
2019-04-19 09:33:04 +02:00
Player701
747906730c
Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString ( #810 )
...
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
2019-04-13 18:10:58 +02:00
Christoph Oelckers
d73f8faafa
- added monospacing support to Screen.DrawText and its native counterparts.
2019-04-13 12:17:38 +02:00
Christoph Oelckers
c0b322c51a
- make the switch between game and generic fonts automatic by adding a key value to the language table
2019-04-12 00:20:42 +02:00
Christoph Oelckers
b423caa8d6
- removed the rather pointless hud_althudfont CVAR and the tiny piece of code it activated.
...
This was meant for using the VGA font in the alternative HUD but this never went beyond the Kill/Item/Secret display which isn't useful for localization.
2019-04-10 21:57:24 +02:00
Christoph Oelckers
6acfbf8e02
- cleaned out the unneeded scaling hacks from the HUD messages.
2019-04-10 21:23:27 +02:00
Christoph Oelckers
9e096c62fd
- allow the automap HUD to use the VGA font.
2019-04-10 20:39:15 +02:00
Christoph Oelckers
f1105f2e13
- further work on generic HUD
...
Some reorganization to avoid code duplication plus making the log screen capable of using the generic font. This also means that the popup for the log in Strife's status bar will be disabled when in generic mode - this popup with its special font would be a bit problematic.
2019-04-10 00:45:32 +02:00
Christoph Oelckers
fe37c3bc4f
- allow all DHUDMessage calls to substitute SmallFont
...
This is a preparation for setting a generic HUD mode where all these should be able to use the VGA font instead, and not just C_MidPrint.
2019-04-10 00:28:40 +02:00
Christoph Oelckers
f5ad144934
- fixed: air_finished was sometimes checked against level.time, sometimes against level.maptime.
...
For a per-level effect it needs to always check against level.maptime.
2019-03-30 18:52:32 +01:00
Christoph Oelckers
13f3bf2331
- add an option to print the kill, item and secret stats on the alternative HUD with the NewSmallFont.
...
This has to be set in the console, the default is still the regular small font. Mainly added because some mods have really hard to read fonts where it is not easy to decipher the numbers.
2019-03-17 21:35:33 +01:00
Christoph Oelckers
60c5350e8b
- added an option to use the new console font for centered messages.
...
Like the notification messages, this is optional to not affect existing settings.
2019-03-11 19:54:03 +01:00
Christoph Oelckers
90c47e7497
- fixed character counting in TypeOn HUD message.
2019-03-10 18:54:57 +01:00
Christoph Oelckers
eb4eb1ac00
- use a wide string for the console input buffer.
...
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.
2019-03-10 17:54:03 +01:00
Christoph Oelckers
b3cff43be3
- fixed: SBARInfo's Tick function was using actor references from its last Draw operation.
...
Between these two calls these can change so these need to be retrieved each time either Draw or Tick are called.
2019-03-03 09:59:08 +01:00
Christoph Oelckers
bae0094039
- fixed the status bar string drawers which weren't UTF-8 capable yet.
2019-02-23 19:44:00 +01:00
Christoph Oelckers
3d9dce0156
- fixed DHUDMessageTypeOnFadeOut with empty messages.
2019-02-22 19:58:52 +01:00
Christoph Oelckers
9fba9eee18
Merge branch 'localization' of https://github.com/coelckers/gzdoom into localization
2019-02-15 10:20:14 +01:00
Christoph Oelckers
c49665684b
- fixed DHudMessageTypeOnFadeOut's character counter to be UTF-8 compatible.
...
This was reading the string by byte and not by character and could end up printing incomplete UTF-8 data.
2019-02-15 08:52:56 +01:00
Christoph Oelckers
868ac5adf8
- switched the Windows backend to use the Windows Unicode API.
...
With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.
So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
2019-02-14 22:23:33 +01:00
Christoph Oelckers
bd1f5d9750
- start the HUD message ticker at -1 to compensate for the additional tick they now receive due to the change at which time the status bar gets ticked.
2019-02-08 08:58:16 +01:00
Christoph Oelckers
1dbbb56a1b
Merge branch 'master' into new_level_refactor
...
# Conflicts:
# src/p_user.cpp
2019-02-02 16:58:30 +01:00
Christoph Oelckers
235c4c0499
- allow localization of Strife's log text.
2019-02-02 16:56:58 +01:00
Christoph Oelckers
66eb4e5048
- separation of static and map-local event handlers into separate lists.
...
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored.
This hasn't been tested yet, so it may not work as intended!
2019-02-02 16:43:11 +01:00
Christoph Oelckers
484485f3cf
- made the event manager an object so it can be instantiated multiple times.
2019-02-02 10:46:34 +01:00
Christoph Oelckers
45dc9a7b47
- renamed the level variables.
...
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.
The static 'level' has been mostly removed from the code except some places that still need work.
2019-02-02 00:25:51 +01:00
Christoph Oelckers
b40c709b66
- minor corrections.
2019-01-31 20:42:36 +01:00
Christoph Oelckers
f6a91e1722
- moved the I_Error prototypes to doomerrors.h to avoid having to include the low level system header for this.
2019-01-31 19:38:04 +01:00
Christoph Oelckers
51581d018a
- moved the hud message and alt hud code from g_shared to g_statusbar
...
This is where it really belongs, this was simply overlooked when the folder was split.
2019-01-31 02:31:57 +01:00
Christoph Oelckers
fa3312e2a9
- moved gamestate_t to g_game.h.
...
This made reviewing the code for accessing the global state hard, because the doomdef.h contains mainly constants, this particular item was the only thing in there that represents actual engine state.
2019-01-31 00:28:43 +01:00
Christoph Oelckers
648e472744
- handled approx. half of all cases where the address of level is taken.
2019-01-28 00:55:21 +01:00
Christoph Oelckers
4e052f2857
- use a separate variable pointing to the current level for the UI code.
...
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
2019-01-25 18:31:40 +01:00
Christoph Oelckers
848d9c3750
- Moved high level parts of view border drawing to status bar.
2019-01-23 20:55:38 +01:00
alexey.lysiuk
11958b713e
- fixed many compilation errors with GCC and Clang
2019-01-23 20:45:01 +01:00
Christoph Oelckers
7b235ea13e
- moved the per-level ACS state into FLevelLocals.
2019-01-05 18:19:35 +01:00
Christoph Oelckers
a0ad4ea193
- made the corpse queue a simple array in FLevelLocals.
...
I have to wonder why it had to use such a complicated implementation that provided no advantages whatsoever.
The new code is just 1/5th of the old one's size and much closer to Hexen's original implementation which also was a simple array but with no means to resize the queue.
2019-01-05 10:53:06 +01:00
Christoph Oelckers
9521b6cd1f
- removed all remaining native parts of APlayerPawn.
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Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
2019-01-03 22:05:49 +01:00
Christoph Oelckers
c18e895272
- exported all native components of APlayerPawn.
...
Only the class definition itself remains and needs to be taken care of.
2019-01-03 18:01:58 +01:00
Christoph Oelckers
9e5c5b68c5
- did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled.
2019-01-03 10:06:45 +01:00
Christoph Oelckers
c753d59a72
- scriptified A_SkullPop and ObtainInventory.
...
These were the last relevant items to access PlayerPawn.InvFirst.
2019-01-03 00:35:56 +01:00
Christoph Oelckers
5ca6f9af9a
- added missing null pointer check to SBarInfo's inventory bar drawer.
2018-12-30 08:31:40 +01:00
Christoph Oelckers
20184e1e99
- removed some unused bits of code.
2018-12-29 13:28:22 +01:00
Christoph Oelckers
056b2c3a80
- handle CR_UNTRANSLATED so that it doesn't force CR_UNTRANSLATED to the palette.
...
Since the entire font setup is very much incapable of handling this during rendering, short of a complete rewrite, it was necessary to put the relevant code into the places which process the characters for drawing so that it can disable the translation table (which needs to be passed as raw data to the draw functions) and keep track of both the translatable and the original variant of the character graphics.
2018-12-15 14:51:03 +01:00
Christoph Oelckers
9409843931
- replaced the last access operator, too
...
Now everything uses a function.
This really wasn't what operators are supposef to be used for.
2018-12-07 03:01:40 +01:00
Christoph Oelckers
79a0f76801
- replaced TexMan.operator() with two functions.
...
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.
Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
2018-12-07 02:53:18 +01:00
Christoph Oelckers
3dc9eab743
Renamed the operator() and [] methods in FTextureManager which take a name
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The operators cannot be easily searched for so this makes it hard to do any evaluations on the use of this method.
2018-12-07 02:43:27 +01:00
Christoph Oelckers
3491182ac3
- fixed compilation
2018-12-07 02:21:39 +01:00
Christoph Oelckers
6eab4a882c
- narrowing down the public interface of the texture class
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Cannot refactor if the entire class is this wide open to everything.
Not complete yet, doesn't fully compile!
2018-12-06 01:11:04 +01:00
Christoph Oelckers
a846ed391e
- fixed: ST_FormatMapName did not clear the string it wrote to before appending text.
2018-12-05 08:29:39 +01:00
Christoph Oelckers
9348baeeb1
Removed all remaining references to AInventory
...
What remains is the class definition and one single reference that will be scriptified.
2018-12-04 17:11:36 +01:00
Christoph Oelckers
cd563cc4db
Removed more literal references to AInventory.
2018-12-04 17:00:48 +01:00
Christoph Oelckers
3d28006eda
- started removing literal references of AInventory, so far only simple stuff.
2018-12-04 00:41:39 +01:00
Christoph Oelckers
a573c63f60
- removed all direct access to AInventory's members.
...
We are getting closer to make class Inventory fully scripted.
2018-12-04 00:22:26 +01:00
Magnus Norddahl
ae44b936eb
- add bool and unsigned int to the allowed types
...
- fix one case where floats were used (the JIT always calls with doubles)
2018-12-03 23:09:23 +01:00
Magnus Norddahl
3ac2e74f1c
- GetInventoryIcon must return an integer for it to work for VM native calls
2018-12-03 21:56:06 +01:00
Christoph Oelckers
1b07bded47
- fixed: The static variant of PClass::FindFunction may only be used for actual static variables.
2018-12-03 17:41:05 +01:00
Christoph Oelckers
0e095b0c05
- removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code.
2018-12-03 17:41:05 +01:00
Christoph Oelckers
2cb0b2db87
- took the last methods aside from Tick and Serialize out of AInventory.
2018-12-02 14:56:10 +01:00
Christoph Oelckers
db814dc333
- properly hook up the alt HUD with the status bar.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
d11b33e8fd
- scriptified the last components of the alternative HUD.
...
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
2018-12-02 14:34:10 +01:00
Christoph Oelckers
ddaab4d2ab
- scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
...
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2018-12-02 14:34:09 +01:00
Christoph Oelckers
5c647de70c
- moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory.
2018-12-01 17:46:20 +01:00
Christoph Oelckers
09129e0113
- scriptified UseInventory and several functions using the already scriptified ones,
2018-12-01 17:17:08 +01:00
Christoph Oelckers
691652042c
- added direct native variants to nearly all status bar function.
...
I skipped ValidateInvFirst because that one will have to be scriptified soon.
2018-12-01 16:54:31 +01:00
Christoph Oelckers
aa32acae25
- a bit of code reordering for adding direct native entry points.
...
- offloaded key list generation for alternative HUD to non-UI parts.
This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
2018-12-01 14:18:28 +01:00
Christoph Oelckers
a0c0e8bdfe
Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
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# Conflicts:
# src/g_inventory/a_pickups.cpp
2018-11-30 21:28:44 +01:00
Christoph Oelckers
762a100d60
Direct native functions for SBarInfo
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Mostly pointless because they all get used only once and aren't even virtual overrides, but I only realized this after everything was complete…
2018-11-29 12:20:24 +01:00
Christoph Oelckers
d6b781312c
- removed all remaining native components of the weapon class.
2018-11-25 10:00:55 +01:00
Christoph Oelckers
b5c4ab8c47
- removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
...
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
2018-11-25 08:17:37 +01:00
Christoph Oelckers
b75ee1027a
- a little bit of cleanup on some code that repeatedly accessed some fields in AWeapon and produced far too many search results when looking for this.
2018-11-24 23:51:09 +01:00
Christoph Oelckers
51ee623b3b
- took the weapon selection logic out of the WeaponSlots data and blocked all direct access to the weapon slots internals
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This seriously needs to be independent from the data store and better abstracted. More work to come to move this to its proper place.
2018-11-24 22:03:56 +01:00