/* ** shared_sbar.cpp ** Base status bar implementation ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** Copyright 2017 Christoph Oelckers ** 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. **--------------------------------------------------------------------------- ** */ #include #include "templates.h" #include "sbar.h" #include "c_cvars.h" #include "c_dispatch.h" #include "c_console.h" #include "v_video.h" #include "m_swap.h" #include "w_wad.h" #include "v_text.h" #include "s_sound.h" #include "gi.h" #include "doomstat.h" #include "g_level.h" #include "d_net.h" #include "colormatcher.h" #include "v_palette.h" #include "d_player.h" #include "serializer.h" #include "gstrings.h" #include "r_utility.h" #include "cmdlib.h" #include "g_levellocals.h" #include "vm.h" #include "p_acs.h" #include "r_data/r_translate.h" #include "sbarinfo.h" #include "events.h" #include "../version.h" #define XHAIRSHRINKSIZE (1./18) #define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE) #define POWERUPICONSIZE 32 IMPLEMENT_CLASS(DBaseStatusBar, false, true) IMPLEMENT_POINTERS_START(DBaseStatusBar) IMPLEMENT_POINTER(Messages[0]) IMPLEMENT_POINTER(Messages[1]) IMPLEMENT_POINTER(Messages[2]) IMPLEMENT_POINTERS_END EXTERN_CVAR (Bool, am_showmonsters) EXTERN_CVAR (Bool, am_showsecrets) EXTERN_CVAR (Bool, am_showitems) EXTERN_CVAR (Bool, am_showtime) EXTERN_CVAR (Bool, am_showtotaltime) EXTERN_CVAR (Bool, noisedebug) EXTERN_CVAR (Int, con_scaletext) EXTERN_CVAR(Bool, vid_fps) CVAR(Int, hud_scale, 0, CVAR_ARCHIVE); DBaseStatusBar *StatusBar; extern int setblocks; FTexture *CrosshairImage; static int CrosshairNum; // [RH] Base blending values (for e.g. underwater) int BaseBlendR, BaseBlendG, BaseBlendB; float BaseBlendA; CVAR (Int, paletteflash, 0, CVAR_ARCHIVE) CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS) CVAR (Flag, pf_poison, paletteflash, PF_POISON) CVAR (Flag, pf_ice, paletteflash, PF_ICE) CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD) // Stretch status bar to full screen width? CUSTOM_CVAR (Int, st_scale, 0, CVAR_ARCHIVE) { if (self < -1) { self = -1; return; } if (StatusBar) { StatusBar->SetScale(); setsizeneeded = true; } } CUSTOM_CVAR(Bool, hud_aspectscale, false, CVAR_ARCHIVE) { if (StatusBar) { StatusBar->SetScale(); setsizeneeded = true; } } CVAR (Int, crosshair, 0, CVAR_ARCHIVE) CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE) CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE); CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE); CVAR (Float, crosshairscale, 1.0, CVAR_ARCHIVE); CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE); CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE) { if (self < 0 || self > 2) self = 2; } CVAR (Bool, idmypos, false, 0); CVAR(Float, underwater_fade_scalar, 1.0f, CVAR_ARCHIVE) // [Nash] user-settable underwater blend intensity //--------------------------------------------------------------------------- // // Format the map name, include the map label if wanted // //--------------------------------------------------------------------------- void ST_FormatMapName(FString &mapname, const char *mapnamecolor) { cluster_info_t *cluster = FindClusterInfo (level.cluster); bool ishub = (cluster != NULL && (cluster->flags & CLUSTER_HUB)); if (am_showmaplabel == 1 || (am_showmaplabel == 2 && !ishub)) { mapname << level.MapName << ": "; } mapname << mapnamecolor << level.LevelName; } DEFINE_ACTION_FUNCTION(FLevelLocals, FormatMapName) { PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals); PARAM_INT(cr); char mapnamecolor[3] = { '\34', char(cr + 'A'), 0 }; FString rets; ST_FormatMapName(rets, mapnamecolor); ACTION_RETURN_STRING(rets); } //--------------------------------------------------------------------------- // // Load crosshair definitions // //--------------------------------------------------------------------------- void ST_LoadCrosshair(bool alwaysload) { int num = 0; char name[16], size; if (!crosshairforce && players[consoleplayer].camera != NULL && players[consoleplayer].camera->player != NULL && players[consoleplayer].camera->player->ReadyWeapon != NULL) { num = players[consoleplayer].camera->player->ReadyWeapon->Crosshair; } if (num == 0) { num = crosshair; } if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL) { // No change. return; } if (CrosshairImage != NULL) { CrosshairImage->Unload (); } if (num == 0) { CrosshairNum = 0; CrosshairImage = NULL; return; } if (num < 0) { num = -num; } size = (SCREENWIDTH < 640) ? 'S' : 'B'; mysnprintf (name, countof(name), "XHAIR%c%d", size, num); FTextureID texid = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly); if (!texid.isValid()) { mysnprintf (name, countof(name), "XHAIR%c1", size); texid = TexMan.CheckForTexture(name, FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly); if (!texid.isValid()) { texid = TexMan.CheckForTexture("XHAIRS1", FTexture::TEX_MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly); } } CrosshairNum = num; CrosshairImage = TexMan[texid]; } //--------------------------------------------------------------------------- // // ST_Clear // //--------------------------------------------------------------------------- void ST_Clear() { if (StatusBar != NULL) { StatusBar->Destroy(); StatusBar = NULL; } CrosshairImage = NULL; CrosshairNum = 0; } //--------------------------------------------------------------------------- // // create a new status bar // //--------------------------------------------------------------------------- static void CreateBaseStatusBar() { assert(nullptr == StatusBar); PClass* const statusBarClass = PClass::FindClass("BaseStatusBar"); assert(nullptr != statusBarClass); StatusBar = static_cast(statusBarClass->CreateNew()); StatusBar->SetSize(0); } void ST_CreateStatusBar(bool bTitleLevel) { if (StatusBar != NULL) { StatusBar->Destroy(); StatusBar = NULL; } if (bTitleLevel) { CreateBaseStatusBar(); } else { // The old rule of 'what came last wins' goes here, as well. // If the most recent SBARINFO definition comes before a status bar class definition it will be picked, // if the class is defined later, this will be picked. If both come from the same file, the class definition will win. int sbarinfolump = Wads.CheckNumForName("SBARINFO"); int sbarinfofile = Wads.GetLumpFile(sbarinfolump); if (gameinfo.statusbarclassfile >= gameinfo.statusbarfile && gameinfo.statusbarclassfile >= sbarinfofile) { auto cls = PClass::FindClass(gameinfo.statusbarclass); if (cls != nullptr) { StatusBar = (DBaseStatusBar *)cls->CreateNew(); } } } if (StatusBar == nullptr && SBarInfoScript[SCRIPT_CUSTOM] != nullptr) { int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType(); //Did the user specify a "base" if (cstype == GAME_Any) //Use the default, empty or custom. { StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM); } else { StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT); } } if (StatusBar == nullptr) { FName defname; if (gameinfo.gametype & GAME_DoomChex) defname = "DoomStatusBar"; else if (gameinfo.gametype == GAME_Heretic) defname = "HereticStatusBar"; else if (gameinfo.gametype == GAME_Hexen) defname = "HexenStatusBar"; else if (gameinfo.gametype == GAME_Strife) defname = "StrifeStatusBar"; if (defname != NAME_None) { auto cls = PClass::FindClass(defname); if (cls != nullptr) { StatusBar = (DBaseStatusBar *)cls->CreateNew(); } } } if (StatusBar == nullptr) { CreateBaseStatusBar(); } IFVIRTUALPTR(StatusBar, DBaseStatusBar, Init) { VMValue params[] = { StatusBar }; VMCall(func, params, 1, nullptr, 0); } GC::WriteBarrier(StatusBar); StatusBar->AttachToPlayer(&players[consoleplayer]); StatusBar->NewGame(); } //--------------------------------------------------------------------------- // // Constructor // //--------------------------------------------------------------------------- DBaseStatusBar::DBaseStatusBar () { CompleteBorder = false; Centering = false; FixedOrigin = false; CrosshairSize = 1.; memset(Messages, 0, sizeof(Messages)); Displacement = 0; CPlayer = NULL; ShowLog = false; defaultScale = { (double)CleanXfac, (double)CleanYfac }; } void DBaseStatusBar::SetSize(int reltop, int hres, int vres, int hhres, int hvres) { BaseRelTop = reltop; BaseSBarHorizontalResolution = hres; BaseSBarVerticalResolution = vres; BaseHUDHorizontalResolution = hhres < 0? hres : hhres; BaseHUDVerticalResolution = hvres < 0? vres : hvres; SetDrawSize(reltop, hres, vres); } void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres) { RelTop = reltop; HorizontalResolution = hres; VerticalResolution = vres; int x, y; V_CalcCleanFacs(hres, vres, SCREENWIDTH, SCREENHEIGHT, &x, &y); defaultScale = { (double)x, (double)y }; SetScale(); // recalculate positioning info. } DEFINE_ACTION_FUNCTION(DBaseStatusBar, SetSize) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_INT(rt); PARAM_INT(vw); PARAM_INT(vh); PARAM_INT_DEF(hvw); PARAM_INT_DEF(hvh); self->SetSize(rt, vw, vh, hvw, hvh); return 0; } //--------------------------------------------------------------------------- // // PROP Destroy // //--------------------------------------------------------------------------- void DBaseStatusBar::OnDestroy () { for (size_t i = 0; i < countof(Messages); ++i) { DHUDMessage *msg = Messages[i]; while (msg) { DHUDMessage *next = msg->Next; msg->Destroy(); msg = next; } Messages[i] = NULL; } Super::OnDestroy(); } //--------------------------------------------------------------------------- // // PROC SetScaled // //--------------------------------------------------------------------------- void DBaseStatusBar::SetScale () { int w = SCREENWIDTH; int h = SCREENHEIGHT; if (st_scale < 0 || ForcedScale) { // This is the classic fullscreen scale with aspect ratio compensation. int sby = VerticalResolution - RelTop; float aspect = ActiveRatio(w, h); if (!AspectTallerThanWide(aspect)) { // Wider or equal than 4:3 SBarTop = Scale(sby, h, VerticalResolution); double width4_3 = w * 1.333 / aspect; ST_X = int((w - width4_3) / 2); } else { // 5:4 resolution ST_X = 0; // this was far more obtuse before... double height4_3 = h * aspect / 1.333; SBarTop = int(h - height4_3 + sby * height4_3 / VerticalResolution); } Displacement = 0; SBarScale.X = -1; ST_Y = 0; } else { // Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here. // The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution // the resulting scaling factor needs to be reduced accordingly. int realscale = clamp((320 * GetUIScale(st_scale)) / HorizontalResolution, 1, w / HorizontalResolution); double realscaley = realscale * (hud_aspectscale ? 1.2 : 1.); ST_X = (w - HorizontalResolution * realscale) / 2; SBarTop = int(h - RelTop * realscaley); if (RelTop > 0) { Displacement = double((SBarTop * VerticalResolution / h) - (VerticalResolution - RelTop))/RelTop/realscaley; } else { Displacement = 0; } SBarScale.X = realscale; SBarScale.Y = realscaley; ST_Y = int(h - VerticalResolution * realscaley); } } //--------------------------------------------------------------------------- // // PROC GetHUDScale // //--------------------------------------------------------------------------- DVector2 DBaseStatusBar::GetHUDScale() const { int scale; if (hud_scale < 0 || ForcedScale) // a negative value is the equivalent to the old boolean hud_scale. This can yield different values for x and y for higher resolutions. { return defaultScale; } scale = GetUIScale(hud_scale); // Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here. // The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution // the resulting scaling factor needs to be reduced accordingly. int realscale = MAX(1, (320 * scale) / HorizontalResolution); return{ double(realscale), double(realscale * (hud_aspectscale ? 1.2 : 1.)) }; } DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetHUDScale) { PARAM_SELF_PROLOGUE(DBaseStatusBar); ACTION_RETURN_VEC2(self->GetHUDScale()); } //--------------------------------------------------------------------------- // // PROC GetHUDScale // //--------------------------------------------------------------------------- void DBaseStatusBar::BeginStatusBar(int resW, int resH, int relTop, bool forceScaled) { SetDrawSize(relTop < 0? BaseRelTop : relTop, resW < 0? BaseSBarHorizontalResolution : resW, resH < 0? BaseSBarVerticalResolution : resH); ForcedScale = forceScaled; fullscreenOffsets = false; } DEFINE_ACTION_FUNCTION(DBaseStatusBar, BeginStatusBar) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_BOOL_DEF(fs); PARAM_INT_DEF(w); PARAM_INT_DEF(h); PARAM_INT_DEF(r); self->BeginStatusBar(w, h, r, fs); return 0; } //--------------------------------------------------------------------------- // // PROC GetHUDScale // //--------------------------------------------------------------------------- void DBaseStatusBar::BeginHUD(int resW, int resH, double Alpha, bool forcescaled) { SetDrawSize(RelTop, resW < 0? BaseHUDHorizontalResolution : resW, resH < 0? BaseHUDVerticalResolution : resH); this->Alpha = Alpha; ForcedScale = forcescaled; CompleteBorder = false; fullscreenOffsets = true; } DEFINE_ACTION_FUNCTION(DBaseStatusBar, BeginHUD) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_FLOAT_DEF(a); PARAM_BOOL_DEF(fs); PARAM_INT_DEF(w); PARAM_INT_DEF(h); self->BeginHUD(w, h, a, fs); return 0; } //--------------------------------------------------------------------------- // // PROC AttachToPlayer // //--------------------------------------------------------------------------- void DBaseStatusBar::AttachToPlayer(player_t *player) { IFVIRTUAL(DBaseStatusBar, AttachToPlayer) { VMValue params[] = { (DObject*)this, player }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // PROC GetPlayer // //--------------------------------------------------------------------------- int DBaseStatusBar::GetPlayer () { return int(CPlayer - players); } //--------------------------------------------------------------------------- // // PROC Tick // //--------------------------------------------------------------------------- void DBaseStatusBar::Tick () { for (size_t i = 0; i < countof(Messages); ++i) { DHUDMessage *msg = Messages[i]; DHUDMessage **prev = &Messages[i]; while (msg) { DHUDMessage *next = msg->Next; if (msg->Tick ()) { *prev = next; msg->Destroy(); } else { prev = &msg->Next; } msg = next; } // If the crosshair has been enlarged, shrink it. if (CrosshairSize > 1.) { CrosshairSize -= XHAIRSHRINKSIZE; if (CrosshairSize < 1.) { CrosshairSize = 1.; } } } if (artiflashTick > 0) artiflashTick--; if (itemflashFade > 0) { itemflashFade -= 1 / 14.; if (itemflashFade < 0) { itemflashFade = 0; } } } DEFINE_ACTION_FUNCTION(DBaseStatusBar, Tick) { PARAM_SELF_PROLOGUE(DBaseStatusBar); self->Tick(); return 0; } void DBaseStatusBar::CallTick() { IFVIRTUAL(DBaseStatusBar, Tick) { VMValue params[] = { (DObject*)this }; VMCall(func, params, countof(params), nullptr, 0); } else Tick(); mugshot.Tick(CPlayer); } //--------------------------------------------------------------------------- // // PROC AttachMessage // //--------------------------------------------------------------------------- void DBaseStatusBar::AttachMessage (DHUDMessage *msg, uint32_t id, int layer) { DHUDMessage *old = NULL; DHUDMessage **prev; DObject *container = this; old = (id == 0 || id == 0xFFFFFFFF) ? NULL : DetachMessage (id); if (old != NULL) { old->Destroy(); } // Merge unknown layers into the default layer. if ((size_t)layer >= countof(Messages)) { layer = HUDMSGLayer_Default; } prev = &Messages[layer]; // The ID serves as a priority, where lower numbers appear in front of // higher numbers. (i.e. The list is sorted in descending order, since // it gets drawn back to front.) while (*prev != NULL && (*prev)->SBarID > id) { container = *prev; prev = &(*prev)->Next; } msg->Next = *prev; msg->SBarID = id; *prev = msg; GC::WriteBarrier(container, msg); } //--------------------------------------------------------------------------- // // PROC DetachMessage // //--------------------------------------------------------------------------- DHUDMessage *DBaseStatusBar::DetachMessage (DHUDMessage *msg) { for (size_t i = 0; i < countof(Messages); ++i) { DHUDMessage *probe = Messages[i]; DHUDMessage **prev = &Messages[i]; while (probe && probe != msg) { prev = &probe->Next; probe = probe->Next; } if (probe != NULL) { *prev = probe->Next; probe->Next = NULL; return probe; } } return NULL; } DHUDMessage *DBaseStatusBar::DetachMessage (uint32_t id) { for (size_t i = 0; i < countof(Messages); ++i) { DHUDMessage *probe = Messages[i]; DHUDMessage **prev = &Messages[i]; while (probe && probe->SBarID != id) { prev = &probe->Next; probe = probe->Next; } if (probe != NULL) { *prev = probe->Next; probe->Next = NULL; return probe; } } return NULL; } //--------------------------------------------------------------------------- // // PROC DetachAllMessages // //--------------------------------------------------------------------------- void DBaseStatusBar::DetachAllMessages () { for (size_t i = 0; i < countof(Messages); ++i) { DHUDMessage *probe = Messages[i]; Messages[i] = NULL; while (probe != NULL) { DHUDMessage *next = probe->Next; probe->Destroy(); probe = next; } } } //--------------------------------------------------------------------------- // // PROC ShowPlayerName // //--------------------------------------------------------------------------- void DBaseStatusBar::ShowPlayerName () { EColorRange color; color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN; AttachMessage (new DHUDMessageFadeOut (SmallFont, CPlayer->userinfo.GetName(), 1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M')); } //--------------------------------------------------------------------------- // // RefreshBackground // //--------------------------------------------------------------------------- void DBaseStatusBar::RefreshBackground () const { int x, x2, y; float ratio = ActiveRatio (SCREENWIDTH, SCREENHEIGHT); x = ST_X; y = SBarTop; if(!CompleteBorder) { if(y < SCREENHEIGHT) { V_DrawBorder (x+1, y, SCREENWIDTH, y+1); V_DrawBorder (x+1, SCREENHEIGHT-1, SCREENWIDTH, SCREENHEIGHT); } } else { x = SCREENWIDTH; } if (x > 0) { if(!CompleteBorder) { x2 = SCREENWIDTH - ST_X; } else { x2 = SCREENWIDTH; } V_DrawBorder (0, y, x+1, SCREENHEIGHT); V_DrawBorder (x2-1, y, SCREENWIDTH, SCREENHEIGHT); if (setblocks >= 10) { FTexture *p = TexMan[gameinfo.Border.b]; if (p != NULL) { screen->FlatFill(0, y, x, y + p->GetHeight(), p, true); screen->FlatFill(x2, y, SCREENWIDTH, y + p->GetHeight(), p, true); } } } } //--------------------------------------------------------------------------- // // DrawCrosshair // //--------------------------------------------------------------------------- void DBaseStatusBar::DrawCrosshair () { uint32_t color; double size; int w, h; // Don't draw the crosshair in chasecam mode if (players[consoleplayer].cheats & CF_CHASECAM) return; ST_LoadCrosshair(); // Don't draw the crosshair if there is none if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL || r_viewpoint.camera->health <= 0) { return; } if (crosshairscale > 0.0f) { size = SCREENHEIGHT * crosshairscale / 200.; } else { size = 1.; } if (crosshairgrow) { size *= CrosshairSize; } w = int(CrosshairImage->GetWidth() * size); h = int(CrosshairImage->GetHeight() * size); if (crosshairhealth) { int health = Scale(CPlayer->health, 100, CPlayer->mo->GetDefault()->health); if (health >= 85) { color = 0x00ff00; } else { int red, green; health -= 25; if (health < 0) { health = 0; } if (health < 30) { red = 255; green = health * 255 / 30; } else { red = (60 - health) * 255 / 30; green = 255; } color = (red<<16) | (green<<8); } } else { color = crosshaircolor; } screen->DrawTexture (CrosshairImage, viewwidth / 2 + viewwindowx, viewheight / 2 + viewwindowy, DTA_DestWidth, w, DTA_DestHeight, h, DTA_AlphaChannel, true, DTA_FillColor, color & 0xFFFFFF, TAG_DONE); } //--------------------------------------------------------------------------- // // FlashCrosshair // //--------------------------------------------------------------------------- void DBaseStatusBar::FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; } //--------------------------------------------------------------------------- // // DrawMessages // //--------------------------------------------------------------------------- void DBaseStatusBar::DrawMessages (int layer, int bottom) { DHUDMessage *msg = Messages[layer]; int visibility = 0; if (viewactive) { visibility |= HUDMSG_NotWith3DView; } if (automapactive) { visibility |= viewactive ? HUDMSG_NotWithOverlayMap : HUDMSG_NotWithFullMap; } while (msg) { DHUDMessage *next = msg->Next; msg->Draw (bottom, visibility); msg = next; } } //--------------------------------------------------------------------------- // // Draw // //--------------------------------------------------------------------------- void DBaseStatusBar::Draw (EHudState state) { // HUD_AltHud state is for popups only if (state == HUD_AltHud) return; if (state == HUD_StatusBar) { RefreshBackground (); } if (idmypos) { // Draw current coordinates IFVIRTUAL(DBaseStatusBar, DrawMyPos) { VMValue params[] = { (DObject*)this }; VMCall(func, params, countof(params), nullptr, 0); } V_SetBorderNeedRefresh(); } if (viewactive) { if (CPlayer && CPlayer->camera && CPlayer->camera->player) { DrawCrosshair (); } } else if (automapactive) { IFVIRTUAL(DBaseStatusBar, DrawAutomapHUD) { VMValue params[] = { (DObject*)this, r_viewpoint.TicFrac }; VMCall(func, params, countof(params), nullptr, 0); } } } DEFINE_ACTION_FUNCTION(DBaseStatusBar, Draw) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_INT(state); self->Draw((EHudState)state); return 0; } void DBaseStatusBar::CallDraw(EHudState state) { IFVIRTUAL(DBaseStatusBar, Draw) { VMValue params[] = { (DObject*)this, state, r_viewpoint.TicFrac }; VMCall(func, params, countof(params), nullptr, 0); } else Draw(state); screen->ClearClipRect(); // make sure the scripts don't leave a valid clipping rect behind. BeginStatusBar(BaseSBarHorizontalResolution, BaseSBarVerticalResolution, BaseRelTop, false); } void DBaseStatusBar::DrawLog () { int hudwidth, hudheight; if (CPlayer->LogText.IsNotEmpty()) { // This uses the same scaling as regular HUD messages auto scale = active_con_scaletext(); hudwidth = SCREENWIDTH / scale; hudheight = SCREENHEIGHT / scale; int linelen = hudwidth<640? Scale(hudwidth,9,10)-40 : 560; FBrokenLines *lines = V_BreakLines (SmallFont, linelen, CPlayer->LogText); int height = 20; for (int i = 0; lines[i].Width != -1; i++) height += SmallFont->GetHeight () + 1; int x,y,w; if (linelen<560) { x=hudwidth/20; y=hudheight/8; w=hudwidth-2*x; } else { x=(hudwidth>>1)-300; y=hudheight*3/10-(height>>1); if (y<0) y=0; w=600; } screen->Dim(0, 0.5f, Scale(x, SCREENWIDTH, hudwidth), Scale(y, SCREENHEIGHT, hudheight), Scale(w, SCREENWIDTH, hudwidth), Scale(height, SCREENHEIGHT, hudheight)); x+=20; y+=10; for (int i = 0; lines[i].Width != -1; i++) { screen->DrawText (SmallFont, CR_UNTRANSLATED, x, y, lines[i].Text, DTA_KeepRatio, true, DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE); y += SmallFont->GetHeight ()+1; } V_FreeBrokenLines (lines); } } bool DBaseStatusBar::MustDrawLog(EHudState state) { IFVIRTUAL(DBaseStatusBar, MustDrawLog) { VMValue params[] = { (DObject*)this }; int rv; VMReturn ret(&rv); VMCall(func, params, countof(params), &ret, 1); return !!rv; } return true; } DEFINE_ACTION_FUNCTION(DBaseStatusBar, SetMugshotState) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_STRING(statename); PARAM_BOOL(wait); PARAM_BOOL(reset); self->mugshot.SetState(statename, wait, reset); return 0; } void DBaseStatusBar::SetMugShotState(const char *stateName, bool waitTillDone, bool reset) { IFVIRTUAL(DBaseStatusBar, SetMugShotState) { FString statestring = stateName; VMValue params[] = { (DObject*)this, &statestring, waitTillDone, reset }; VMCall(func, params, countof(params), nullptr, 0); } } //--------------------------------------------------------------------------- // // DrawBottomStuff // //--------------------------------------------------------------------------- void DBaseStatusBar::DrawBottomStuff (EHudState state) { DrawMessages (HUDMSGLayer_UnderHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT); } //--------------------------------------------------------------------------- // // DrawTopStuff // //--------------------------------------------------------------------------- void DBaseStatusBar::DrawTopStuff (EHudState state) { if (demoplayback && demover != DEMOGAMEVERSION) { screen->DrawText (SmallFont, CR_TAN, 0, GetTopOfStatusbar() - 40 * CleanYfac, "Demo was recorded with a different version\n" "of " GAMENAME ". Expect it to go out of sync.", DTA_CleanNoMove, true, TAG_DONE); } if (state != HUD_AltHud) { auto saved = fullscreenOffsets; fullscreenOffsets = true; IFVIRTUAL(DBaseStatusBar, DrawPowerups) { VMValue params[] = { (DObject*)this }; VMCall(func, params, 1, nullptr, 0); } fullscreenOffsets = saved; } if (automapactive && !viewactive) { DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT); } DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT); E_RenderOverlay(state); DrawConsistancy (); DrawWaiting (); if (ShowLog && MustDrawLog(state)) DrawLog (); if (noisedebug) { S_NoiseDebug (); } } //--------------------------------------------------------------------------- // // BlendView // //--------------------------------------------------------------------------- void DBaseStatusBar::BlendView (float blend[4]) { // [Nash] Allow user to set blend intensity float cnt = (BaseBlendA * underwater_fade_scalar); V_AddBlend (BaseBlendR / 255.f, BaseBlendG / 255.f, BaseBlendB / 255.f, cnt, blend); V_AddPlayerBlend(CPlayer, blend, 1.0f, 228); if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up)) { player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer; V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend); } V_SetBlend ((int)(blend[0] * 255.0f), (int)(blend[1] * 255.0f), (int)(blend[2] * 255.0f), (int)(blend[3] * 256.0f)); } void DBaseStatusBar::DrawConsistancy () const { static bool firsttime = true; int i; char conbuff[64], *buff_p; if (!netgame) return; buff_p = NULL; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].inconsistant) { if (buff_p == NULL) { strcpy (conbuff, "Out of sync with:"); buff_p = conbuff + 17; } *buff_p++ = ' '; *buff_p++ = '1' + i; *buff_p = 0; } } if (buff_p != NULL) { if (firsttime) { firsttime = false; if (debugfile) { fprintf (debugfile, "%s as of tic %d (%d)\n", conbuff, players[1-consoleplayer].inconsistant, players[1-consoleplayer].inconsistant/ticdup); } } screen->DrawText (SmallFont, CR_GREEN, (screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2, 0, conbuff, DTA_CleanNoMove, true, TAG_DONE); BorderTopRefresh = screen->GetPageCount (); } } void DBaseStatusBar::DrawWaiting () const { int i; char conbuff[64], *buff_p; if (!netgame) return; buff_p = NULL; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].waiting) { if (buff_p == NULL) { strcpy (conbuff, "Waiting for:"); buff_p = conbuff + 12; } *buff_p++ = ' '; *buff_p++ = '1' + i; *buff_p = 0; } } if (buff_p != NULL) { screen->DrawText (SmallFont, CR_ORANGE, (screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2, SmallFont->GetHeight()*CleanYfac, conbuff, DTA_CleanNoMove, true, TAG_DONE); BorderTopRefresh = screen->GetPageCount (); } } void DBaseStatusBar::FlashItem (const PClass *itemtype) { IFVIRTUAL(DBaseStatusBar, FlashItem) { VMValue params[] = { (DObject*)this, (PClass*)itemtype }; VMCall(func, params, countof(params), nullptr, 0); } } void DBaseStatusBar::NewGame () { IFVIRTUAL(DBaseStatusBar, NewGame) { VMValue params[] = { (DObject*)this }; VMCall(func, params, countof(params), nullptr, 0); } mugshot.Reset(); } void DBaseStatusBar::ShowPop(int pop) { IFVIRTUAL(DBaseStatusBar, ShowPop) { VMValue params[] = { (DObject*)this, pop }; VMCall(func, params, countof(params), nullptr, 0); } } void DBaseStatusBar::SerializeMessages(FSerializer &arc) { arc.Array("hudmessages", Messages, 3, true); } void DBaseStatusBar::ScreenSizeChanged () { // We need to recalculate the sizing info SetSize(RelTop, HorizontalResolution, VerticalResolution); for (size_t i = 0; i < countof(Messages); ++i) { DHUDMessage *message = Messages[i]; while (message != NULL) { message->ScreenSizeChanged (); message = message->Next; } } } DEFINE_ACTION_FUNCTION(DBaseStatusBar, ScreenSizeChanged) { PARAM_SELF_PROLOGUE(DBaseStatusBar); self->ScreenSizeChanged(); return 0; } void DBaseStatusBar::CallScreenSizeChanged() { IFVIRTUAL(DBaseStatusBar, ScreenSizeChanged) { VMValue params[] = { (DObject*)this }; VMCall(func, params, countof(params), nullptr, 0); } else ScreenSizeChanged(); } //--------------------------------------------------------------------------- // // ValidateInvFirst // // Returns an inventory item that, when drawn as the first item, is sure to // include the selected item in the inventory bar. // //--------------------------------------------------------------------------- AInventory *DBaseStatusBar::ValidateInvFirst (int numVisible) const { AInventory *item; int i; if (CPlayer->mo->InvFirst == NULL) { CPlayer->mo->InvFirst = CPlayer->mo->FirstInv(); if (CPlayer->mo->InvFirst == NULL) { // Nothing to show return NULL; } } assert (CPlayer->mo->InvFirst->Owner == CPlayer->mo); // If there are fewer than numVisible items shown, see if we can shift the // view left to show more. for (i = 0, item = CPlayer->mo->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv()) { } while (i < numVisible) { item = CPlayer->mo->InvFirst->PrevInv (); if (item == NULL) { break; } else { CPlayer->mo->InvFirst = item; ++i; } } if (CPlayer->mo->InvSel == NULL) { // Nothing selected, so don't move the view. return CPlayer->mo->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->mo->InvFirst; } else { // Check if InvSel is already visible for (item = CPlayer->mo->InvFirst, i = numVisible; item != NULL && i != 0; item = item->NextInv(), --i) { if (item == CPlayer->mo->InvSel) { return CPlayer->mo->InvFirst; } } // Check if InvSel is to the right of the visible range for (i = 1; item != NULL; item = item->NextInv(), ++i) { if (item == CPlayer->mo->InvSel) { // Found it. Now advance InvFirst for (item = CPlayer->mo->InvFirst; i != 0; --i) { item = item->NextInv(); } return item; } } // Check if InvSel is to the left of the visible range for (item = CPlayer->mo->Inventory; item != CPlayer->mo->InvSel; item = item->NextInv()) { } if (item != NULL) { // Found it, so let it become the first item shown return item; } // Didn't find the selected item, so don't move the view. // This should never happen, so let debug builds assert. assert (item != NULL); return CPlayer->mo->InvFirst; } } DEFINE_ACTION_FUNCTION(DBaseStatusBar, ValidateInvFirst) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_INT(num); ACTION_RETURN_POINTER(self->ValidateInvFirst(num)); } uint32_t DBaseStatusBar::GetTranslation() const { if (gameinfo.gametype & GAME_Raven) return TRANSLATION(TRANSLATION_PlayersExtra, int(CPlayer - players)); return TRANSLATION(TRANSLATION_Players, int(CPlayer - players)); } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::StatusbarToRealCoords(double &x, double &y, double &w, double &h) const { if (SBarScale.X == -1 || ForcedScale) { screen->VirtualToRealCoords(x, y, w, h, HorizontalResolution, VerticalResolution, true, true); } else { x = ST_X + x * SBarScale.X; y = ST_Y + y * SBarScale.Y; w *= SBarScale.X; h *= SBarScale.Y; } } DEFINE_ACTION_FUNCTION(DBaseStatusBar, StatusbarToRealCoords) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_FLOAT(x); PARAM_FLOAT_DEF(y); PARAM_FLOAT_DEF(w); PARAM_FLOAT_DEF(h); self->StatusbarToRealCoords(x, y, w, h); if (numret > 0) ret[0].SetFloat(x); if (numret > 1) ret[1].SetFloat(y); if (numret > 2) ret[2].SetFloat(w); if (numret > 3) ret[3].SetFloat(h); return MIN(4, numret); } DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetTopOfStatusbar) { PARAM_SELF_PROLOGUE(DBaseStatusBar); ACTION_RETURN_INT(self->GetTopOfStatusbar()); } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY) { if (!texture.isValid()) return; FTexture *tex = (flags & DI_DONTANIMATE)? TexMan[texture] : TexMan(texture); double texwidth = tex->GetScaledWidthDouble() * scaleX; double texheight = tex->GetScaledHeightDouble() * scaleY; if (boxwidth > 0 || boxheight > 0) { if (!(flags & DI_FORCEFILL)) { double scale1 = 1., scale2 = 1.; if (boxwidth > 0 && (boxwidth < texwidth || (flags & DI_FORCESCALE))) { scale1 = boxwidth / texwidth; } if (boxheight != -1 && (boxheight < texheight || (flags & DI_FORCESCALE))) { scale2 = boxheight / texheight; } if (flags & DI_FORCESCALE) { if (boxwidth <= 0 || (boxheight > 0 && scale2 < scale1)) scale1 = scale2; } else scale1 = MIN(scale1, scale2); boxwidth = texwidth * scale1; boxheight = texheight * scale1; } } else { boxwidth = texwidth; boxheight = texheight; } // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } Alpha *= this->Alpha; if (Alpha <= 0) return; x += drawOffset.X; y += drawOffset.Y; switch (flags & DI_ITEM_HMASK) { case DI_ITEM_HCENTER: x -= boxwidth / 2; break; case DI_ITEM_RIGHT: x -= boxwidth; break; case DI_ITEM_HOFFSET: x -= tex->GetScaledLeftOffsetDouble() * boxwidth / texwidth; break; } switch (flags & DI_ITEM_VMASK) { case DI_ITEM_VCENTER: y -= boxheight / 2; break; case DI_ITEM_BOTTOM: y -= boxheight; break; case DI_ITEM_VOFFSET: y -= tex->GetScaledTopOffsetDouble() * boxheight / texheight; break; } if (!fullscreenOffsets) { StatusbarToRealCoords(x, y, boxwidth, boxheight); } else { double orgx, orgy; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK|DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; DVector2 Scale = GetHUDScale(); x *= Scale.X; y *= Scale.Y; boxwidth *= Scale.X; boxheight *= Scale.Y; x += orgx; y += orgy; } screen->DrawTexture(tex, x, y, DTA_TopOffset, 0, DTA_LeftOffset, 0, DTA_DestWidthF, boxwidth, DTA_DestHeightF, boxheight, DTA_TranslationIndex, (flags & DI_TRANSLATABLE) ? GetTranslation() : 0, DTA_ColorOverlay, (flags & DI_DIM) ? MAKEARGB(170, 0, 0, 0) : 0, DTA_Alpha, Alpha, DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED), DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1, TAG_DONE); } DEFINE_ACTION_FUNCTION(DBaseStatusBar, DrawTexture) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_INT(texid); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_INT_DEF(flags); PARAM_FLOAT_DEF(alpha); PARAM_FLOAT_DEF(w); PARAM_FLOAT_DEF(h); PARAM_FLOAT_DEF(scaleX); PARAM_FLOAT_DEF(scaleY); if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function"); self->DrawGraphic(FSetTextureID(texid), x, y, flags, alpha, w, h, scaleX, scaleY); return 0; } DEFINE_ACTION_FUNCTION(DBaseStatusBar, DrawImage) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_STRING(texid); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_INT_DEF(flags); PARAM_FLOAT_DEF(alpha); PARAM_FLOAT_DEF(w); PARAM_FLOAT_DEF(h); PARAM_FLOAT_DEF(scaleX); PARAM_FLOAT_DEF(scaleY); if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function"); self->DrawGraphic(TexMan.CheckForTexture(texid, FTexture::TEX_Any), x, y, flags, alpha, w, h, scaleX, scaleY); return 0; } //============================================================================ // // encapsulates all settings a HUD font may need // //============================================================================ class DHUDFont : public DObject { // this blocks CreateNew on this class which is the intent here. DECLARE_ABSTRACT_CLASS(DHUDFont, DObject); public: FFont *mFont; int mSpacing; bool mMonospaced; int mShadowX; int mShadowY; DHUDFont(FFont *f, int sp, bool ms, int sx, int sy) : mFont(f), mSpacing(sp), mMonospaced(ms), mShadowX(sx), mShadowY(sy) {} }; IMPLEMENT_CLASS(DHUDFont, true, false); DEFINE_ACTION_FUNCTION(DHUDFont, Create) { PARAM_PROLOGUE; PARAM_POINTER(fnt, FFont); PARAM_INT_DEF(spac); PARAM_BOOL_DEF(mono); PARAM_INT_DEF(sx); PARAM_INT_DEF(sy); ACTION_RETURN_POINTER(new DHUDFont(fnt, spac, mono, sy, sy)); } DEFINE_FIELD(DHUDFont, mFont); //============================================================================ // // draw a string // //============================================================================ void DBaseStatusBar::DrawString(FFont *font, const FString &cstring, double x, double y, int flags, double Alpha, int translation, int spacing, bool monospaced, int shadowX, int shadowY) { switch (flags & DI_TEXT_ALIGN) { default: break; case DI_TEXT_ALIGN_RIGHT: if (!monospaced) x -= static_cast (font->StringWidth(cstring) + (spacing * cstring.Len())); else //monospaced, so just multiply the character size x -= static_cast ((spacing) * cstring.Len()); break; case DI_TEXT_ALIGN_CENTER: if (!monospaced) x -= static_cast (font->StringWidth(cstring) + (spacing * cstring.Len())) / 2; else //monospaced, so just multiply the character size x -= static_cast ((spacing)* cstring.Len()) / 2; break; } const uint8_t* str = (const uint8_t*)cstring.GetChars(); const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1); int fontcolor = translation; double orgx = 0, orgy = 0; DVector2 Scale; if (fullscreenOffsets) { Scale = GetHUDScale(); shadowX *= (int)Scale.X; shadowY *= (int)Scale.Y; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; } else { Scale = { 1.,1. }; } int ch; while (ch = *str++, ch != '\0') { if (ch == ' ') { x += monospaced ? spacing : font->GetSpaceWidth() + spacing; continue; } else if (ch == TEXTCOLOR_ESCAPE) { EColorRange newColor = V_ParseFontColor(str, translation, boldTranslation); if (newColor != CR_UNDEFINED) fontcolor = newColor; continue; } int width; FTexture* c = font->GetChar((unsigned char)ch, &width); if (c == NULL) //missing character. { continue; } if (!monospaced) //If we are monospaced lets use the offset x += (c->LeftOffset + 1); //ignore x offsets since we adapt to character size double rx, ry, rw, rh; rx = x + drawOffset.X; ry = y + drawOffset.Y; rw = c->GetScaledWidthDouble(); rh = c->GetScaledHeightDouble(); if (!fullscreenOffsets) { StatusbarToRealCoords(rx, ry, rw, rh); } else { rx *= Scale.X; ry *= Scale.Y; rw *= Scale.X; rh *= Scale.Y; rx += orgx; ry += orgy; } // This is not really such a great way to draw shadows because they can overlap with previously drawn characters. // This may have to be changed to draw the shadow text up front separately. if ((shadowX != 0 || shadowY != 0) && !(flags & DI_NOSHADOW)) { screen->DrawChar(font, CR_UNTRANSLATED, rx + shadowX, ry + shadowY, ch, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Alpha, (Alpha * HR_SHADOW), DTA_FillColor, 0, TAG_DONE); } screen->DrawChar(font, fontcolor, rx, ry, ch, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Alpha, Alpha, TAG_DONE); if (!monospaced) x += width + spacing - (c->LeftOffset + 1); else x += spacing; } } DEFINE_ACTION_FUNCTION(DBaseStatusBar, DrawString) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_POINTER(font, DHUDFont); PARAM_STRING(string); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_INT_DEF(flags); PARAM_INT_DEF(trans); PARAM_FLOAT_DEF(alpha); PARAM_INT_DEF(wrapwidth); PARAM_INT_DEF(linespacing); if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function"); // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } if (wrapwidth > 0) { FBrokenLines *brk = V_BreakLines(font->mFont, wrapwidth, string, true); for (int i = 0; brk[i].Width >= 0; i++) { self->DrawString(font->mFont, brk[i].Text, x, y, flags, alpha, trans, font->mSpacing, font->mMonospaced, font->mShadowX, font->mShadowY); y += font->mFont->GetHeight() + linespacing; } V_FreeBrokenLines(brk); } else { self->DrawString(font->mFont, string, x, y, flags, alpha, trans, font->mSpacing, font->mMonospaced, font->mShadowX, font->mShadowY); } return 0; } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::TransformRect(double &x, double &y, double &w, double &h, int flags) { // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } x += drawOffset.X; y += drawOffset.Y; if (!fullscreenOffsets) { StatusbarToRealCoords(x, y, w, h); } else { double orgx, orgy; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; DVector2 Scale = GetHUDScale(); x *= Scale.X; y *= Scale.Y; w *= Scale.X; h *= Scale.Y; x += orgx; y += orgy; } } DEFINE_ACTION_FUNCTION(DBaseStatusBar, TransformRect) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(w); PARAM_FLOAT(h); PARAM_INT_DEF(flags); self->TransformRect(x, y, w, h, flags); if (numret > 0) ret[0].SetFloat(x); if (numret > 1) ret[1].SetFloat(y); if (numret > 2) ret[2].SetFloat(w); if (numret > 3) ret[3].SetFloat(h); return MIN(4, numret); } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::Fill(PalEntry color, double x, double y, double w, double h, int flags) { double Alpha = color.a * this->Alpha / 255; if (Alpha <= 0) return; TransformRect(x, y, w, h, flags); int x1 = int(x); int y1 = int(y); int ww = int(x + w - x1); // account for scaling to non-integers. Truncating the values separately would fail for cases like int hh = int(y + h - y1); // y=3.5, height = 5.5 where adding both values gives a larger integer than adding the two integers. screen->Dim(color, float(Alpha), x1, y1, ww, hh); } DEFINE_ACTION_FUNCTION(DBaseStatusBar, Fill) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_COLOR(color); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(w); PARAM_FLOAT(h); PARAM_INT_DEF(flags); if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function"); self->Fill(color, x, y, w, h, flags); return 0; } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::SetClipRect(double x, double y, double w, double h, int flags) { TransformRect(x, y, w, h, flags); int x1 = int(x); int y1 = int(y); int ww = int(x + w - x1); // account for scaling to non-integers. Truncating the values separately would fail for cases like int hh = int(y + h - y1); // y=3.5, height = 5.5 where adding both values gives a larger integer than adding the two integers. screen->SetClipRect(x1, y1, ww, hh); } DEFINE_ACTION_FUNCTION(DBaseStatusBar, SetClipRect) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(w); PARAM_FLOAT(h); PARAM_INT_DEF(flags); self->SetClipRect(x, y, w, h, flags); return 0; } //============================================================================ // // CCMD showpop // // Asks the status bar to show a pop screen. // //============================================================================ CCMD (showpop) { if (argv.argc() != 2) { Printf ("Usage: showpop \n"); } else if (StatusBar != NULL) { int popnum = atoi (argv[1]); if (popnum < 0) { popnum = 0; } StatusBar->ShowPop (popnum); } } DEFINE_FIELD(DBaseStatusBar, RelTop); DEFINE_FIELD(DBaseStatusBar, HorizontalResolution); DEFINE_FIELD(DBaseStatusBar, VerticalResolution); DEFINE_FIELD(DBaseStatusBar, Centering); DEFINE_FIELD(DBaseStatusBar, FixedOrigin); DEFINE_FIELD(DBaseStatusBar, CompleteBorder); DEFINE_FIELD(DBaseStatusBar, CrosshairSize); DEFINE_FIELD(DBaseStatusBar, Displacement); DEFINE_FIELD(DBaseStatusBar, CPlayer); DEFINE_FIELD(DBaseStatusBar, ShowLog); DEFINE_FIELD(DBaseStatusBar, Alpha); DEFINE_FIELD(DBaseStatusBar, drawOffset); DEFINE_FIELD(DBaseStatusBar, drawClip); DEFINE_FIELD(DBaseStatusBar, fullscreenOffsets); DEFINE_FIELD(DBaseStatusBar, defaultScale); DEFINE_FIELD(DBaseStatusBar, artiflashTick); DEFINE_FIELD(DBaseStatusBar, itemflashFade); DEFINE_GLOBAL(StatusBar); static DObject *InitObject(PClass *type, int paramnum, VM_ARGS) { auto obj = type->CreateNew(); // Todo: init return obj; } DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetGlobalACSString) { PARAM_PROLOGUE; PARAM_INT(index); ACTION_RETURN_STRING(FBehavior::StaticLookupString(ACS_GlobalVars[index])); } DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetGlobalACSArrayString) { PARAM_PROLOGUE; PARAM_INT(arrayno); PARAM_INT(index); ACTION_RETURN_STRING(FBehavior::StaticLookupString(ACS_GlobalArrays[arrayno][index])); } DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetGlobalACSValue) { PARAM_PROLOGUE; PARAM_INT(index); ACTION_RETURN_INT(ACS_GlobalVars[index]); } DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetGlobalACSArrayValue) { PARAM_PROLOGUE; PARAM_INT(arrayno); PARAM_INT(index); ACTION_RETURN_INT(ACS_GlobalArrays[arrayno][index]); } enum ENumFlags { FNF_FILLZEROS, FNF_WHENNOTZERO, }; DEFINE_ACTION_FUNCTION(DBaseStatusBar, FormatNumber) { PARAM_PROLOGUE; PARAM_INT(number); PARAM_INT_DEF(minsize); PARAM_INT_DEF(maxsize); PARAM_INT_DEF(flags); PARAM_STRING_DEF(prefix); static int maxvals[] = { 1, 9, 99, 999, 9999, 99999, 999999, 9999999, 99999999, 999999999 }; if (number == 0 && (flags & FNF_WHENNOTZERO)) ACTION_RETURN_STRING(""); if (maxsize > 0 && maxsize < 10) { number = clamp(number, -maxvals[maxsize - 1], maxvals[maxsize]); } FString fmt; if (minsize <= 1) fmt.Format("%s%d", prefix.GetChars(), number); else if (flags & FNF_FILLZEROS) fmt.Format("%s%0*d", prefix.GetChars(), minsize, number); else fmt.Format("%s%*d", prefix.GetChars(), minsize, number); ACTION_RETURN_STRING(fmt); } DEFINE_ACTION_FUNCTION(DBaseStatusBar, ReceivedWeapon) { PARAM_SELF_PROLOGUE(DBaseStatusBar); self->mugshot.Grin(); return 0; } DEFINE_ACTION_FUNCTION(DBaseStatusBar, GetMugshot) { PARAM_SELF_PROLOGUE(DBaseStatusBar); PARAM_INT(accuracy); PARAM_INT_DEF(stateflags); PARAM_STRING_DEF(def_face); auto tex = self->mugshot.GetFace(self->CPlayer, def_face, accuracy, (FMugShot::StateFlags)stateflags); ACTION_RETURN_INT(tex ? tex->id.GetIndex() : -1); }