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8787905fed
Instead it directly went to the global viewpoint again which would be inconsistent.
583 lines
17 KiB
C++
583 lines
17 KiB
C++
/*
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** sbar.h
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** Base status bar definition
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __SBAR_H__
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#define __SBAR_H__
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#include "dobject.h"
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#include "v_collection.h"
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#include "v_text.h"
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#include "r_data/renderstyle.h"
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class player_t;
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struct FRemapTable;
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enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None,
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HUD_AltHud // Used for passing through popups to the alt hud
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};
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class AWeapon;
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bool ST_IsTimeVisible();
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bool ST_IsLatencyVisible();
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// HUD Message base object --------------------------------------------------
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// This is a mo-op base class to allow derived ZScript message types that can be managed by the status bar.
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class DHUDMessageBase : public DObject
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{
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DECLARE_CLASS(DHUDMessageBase, DObject)
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HAS_OBJECT_POINTERS
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public:
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virtual void Serialize(FSerializer &arc);
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virtual bool Tick() { return true; } // Returns true to indicate time for removal
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virtual void ScreenSizeChanged() {}
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virtual void Draw(int bottom, int visibility) {}
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bool CallTick(); // Returns true to indicate time for removal
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void CallScreenSizeChanged();
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void CallDraw(int bottom, int visibility);
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private:
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TObjPtr<DHUDMessageBase*> Next = nullptr;
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uint32_t SBarID = 0;
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friend class DBaseStatusBar;
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};
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// HUD Message --------------------------------------------------
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class DHUDMessage : public DHUDMessageBase
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{
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DECLARE_CLASS (DHUDMessage, DHUDMessageBase)
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public:
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DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime);
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virtual void OnDestroy () override;
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virtual void Serialize(FSerializer &arc);
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virtual void Draw (int bottom, int visibility) override;
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virtual void ResetText (const char *text);
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virtual void DrawSetup ();
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick () override;
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virtual void ScreenSizeChanged () override;
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void SetVisibility(int vis)
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{
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VisibilityFlags = vis;
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}
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void SetRenderStyle(ERenderStyle style)
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{
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Style = style;
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}
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void SetAlpha(float alpha)
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{
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Alpha = alpha;
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}
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void SetNoWrap(bool nowrap)
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{
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NoWrap = nowrap;
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ResetText(SourceText);
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}
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void SetClipRect(int x, int y, int width, int height, bool aspect)
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{
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ClipX = x;
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ClipY = y;
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ClipWidth = width;
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ClipHeight = height;
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HandleAspect = aspect;
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}
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void SetWrapWidth(int wrap)
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{
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WrapWidth = wrap;
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ResetText(SourceText);
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}
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protected:
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FBrokenLines *Lines;
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int Width, Height, NumLines;
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float Left, Top;
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bool CenterX, NoWrap;
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int HoldTics;
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int Tics;
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int State;
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int VisibilityFlags;
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int HUDWidth, HUDHeight;
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int ClipX, ClipY, ClipWidth, ClipHeight, WrapWidth; // in HUD coords
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int ClipLeft, ClipTop, ClipRight, ClipBot; // in screen coords
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bool HandleAspect;
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EColorRange TextColor;
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FFont *Font;
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FRenderStyle Style;
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double Alpha;
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void CalcClipCoords(int hudheight);
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DHUDMessage () : SourceText(NULL) {}
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private:
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char *SourceText;
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};
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// HUD message visibility flags
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enum
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{
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HUDMSG_NotWith3DView = 1,
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HUDMSG_NotWithFullMap = 2,
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HUDMSG_NotWithOverlayMap = 4,
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};
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// HUD Message; appear instantly, then fade out type ------------------------
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class DHUDMessageFadeOut : public DHUDMessage
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{
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DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage)
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public:
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DHUDMessageFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime, float fadeOutTime);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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protected:
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int FadeOutTics;
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DHUDMessageFadeOut() {}
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};
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// HUD Message; fade in, then fade out type ---------------------------------
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class DHUDMessageFadeInOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut)
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public:
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DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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protected:
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int FadeInTics;
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DHUDMessageFadeInOut() {}
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};
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// HUD Message; type on, then fade out type ---------------------------------
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class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut)
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public:
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DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float typeTime, float holdTime, float fadeOutTime);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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virtual void ScreenSizeChanged ();
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protected:
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float TypeOnTime;
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int CurrLine;
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int LineVisible;
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int LineLen;
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DHUDMessageTypeOnFadeOut() {}
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};
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// Mug shots ----------------------------------------------------------------
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struct FMugShotFrame
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{
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TArray<FString> Graphic;
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int Delay;
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FMugShotFrame();
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~FMugShotFrame();
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FTexture *GetTexture(const char *default_face, const char *skin_face, int random, int level=0,
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int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false,
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bool directional=false);
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};
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struct FMugShotState
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{
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uint8_t bUsesLevels:1;
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uint8_t bHealth2:1; // Health level is the 2nd character from the end.
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uint8_t bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type.
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uint8_t bDirectional:1; // Faces direction of damage.
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uint8_t bFinished:1;
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unsigned int Position;
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int Time;
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int Random;
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FName State;
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TArray<FMugShotFrame> Frames;
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FMugShotState(FName name);
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~FMugShotState();
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void Tick();
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void Reset();
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FMugShotFrame &GetCurrentFrame() { return Frames[Position]; }
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FTexture *GetCurrentFrameTexture(const char *default_face, const char *skin_face, int level=0, int direction=0)
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{
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return GetCurrentFrame().GetTexture(default_face, skin_face, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional);
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}
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private:
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FMugShotState();
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};
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class player_t;
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class FMugShot
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{
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public:
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enum StateFlags
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{
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STANDARD = 0x0,
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XDEATHFACE = 0x1,
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ANIMATEDGODMODE = 0x2,
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DISABLEGRIN = 0x4,
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DISABLEOUCH = 0x8,
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DISABLEPAIN = 0x10,
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DISABLERAMPAGE = 0x20,
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CUSTOM = 0x40,
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};
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FMugShot();
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void Grin(bool grin=true) { bEvilGrin = grin; }
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void Reset();
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void Tick(player_t *player);
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bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false);
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int UpdateState(player_t *player, StateFlags stateflags=STANDARD);
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FTexture *GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags=STANDARD);
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private:
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FMugShotState *CurrentState;
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int RampageTimer;
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int LastDamageAngle;
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int FaceHealth;
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bool bEvilGrin;
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bool bDamageFaceActive;
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bool bNormal;
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bool bOuchActive;
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};
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extern TArray<FMugShotState> MugShotStates;
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FMugShotState *FindMugShotState(FName state);
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int FindMugShotStateIndex(FName state);
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// Base Status Bar ----------------------------------------------------------
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class FTexture;
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enum
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{
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HUDMSGLayer_OverHUD,
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HUDMSGLayer_UnderHUD,
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HUDMSGLayer_OverMap,
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NUM_HUDMSGLAYERS,
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HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
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};
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class DBaseStatusBar : public DObject
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{
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friend class DSBarInfo;
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DECLARE_CLASS (DBaseStatusBar, DObject)
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HAS_OBJECT_POINTERS
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public:
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// Popup screens for Strife's status bar
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enum
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{
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POP_NoChange = -1,
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POP_None,
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POP_Log,
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POP_Keys,
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POP_Status
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};
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// Status face stuff
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enum
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{
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ST_NUMPAINFACES = 5,
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ST_NUMSTRAIGHTFACES = 3,
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ST_NUMTURNFACES = 2,
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ST_NUMSPECIALFACES = 3,
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ST_NUMEXTRAFACES = 2,
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ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
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ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
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ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
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ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
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ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
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ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
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ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
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ST_DEADFACE = ST_GODFACE + 1
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};
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enum EAlign
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{
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TOP = 0,
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VCENTER = 1,
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BOTTOM = 2,
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VOFFSET = 3,
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VMASK = 3,
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LEFT = 0,
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HCENTER = 4,
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RIGHT = 8,
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HOFFSET = 12,
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HMASK = 12,
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CENTER = VCENTER | HCENTER,
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CENTER_BOTTOM = BOTTOM | HCENTER
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};
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DBaseStatusBar ();
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void SetSize(int reltop = 32, int hres = 320, int vres = 200, int hhres = -1, int hvres = -1);
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void OnDestroy() override;
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void AttachMessage (DHUDMessageBase *msg, uint32_t id=0, int layer=HUDMSGLayer_Default);
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DHUDMessageBase *DetachMessage (DHUDMessageBase *msg);
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DHUDMessageBase *DetachMessage (uint32_t id);
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void DetachAllMessages ();
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void ShowPlayerName ();
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double GetDisplacement() { return Displacement; }
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int GetPlayer ();
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static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
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// do not make this a DObject Serialize function because it's not used like one!
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void SerializeMessages(FSerializer &arc);
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void SetScale();
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virtual void Tick ();
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void CallTick();
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virtual void Draw (EHudState state, double ticFrac);
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void CallDraw(EHudState state, double ticFrac);
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void DrawBottomStuff (EHudState state);
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void DrawTopStuff (EHudState state);
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void FlashItem (const PClass *itemtype);
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void AttachToPlayer(player_t *player);
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DVector2 GetHUDScale() const;
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virtual void FlashCrosshair ();
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void NewGame ();
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virtual void ScreenSizeChanged ();
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void CallScreenSizeChanged();
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void ShowPop (int popnum);
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virtual bool MustDrawLog(EHudState state);
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virtual void SetMugShotState (const char *state_name, bool wait_till_done=false, bool reset=false);
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void DrawLog();
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uint32_t GetTranslation() const;
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void DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY);
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void DrawString(FFont *font, const FString &cstring, double x, double y, int flags, double Alpha, int translation, int spacing, bool monospaced, int shadowX, int shadowY);
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void TransformRect(double &x, double &y, double &w, double &h, int flags = 0);
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void Fill(PalEntry color, double x, double y, double w, double h, int flags = 0);
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void SetClipRect(double x, double y, double w, double h, int flags = 0);
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void BeginStatusBar(int resW, int resH, int relTop, bool forceScaled);
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void BeginHUD(int resW, int resH, double Alpha, bool forceScaled = false);
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bool ForceHUDScale(bool on) { std::swap(ForcedScale, on); return on; } // This is for SBARINFO which should not use BeginStatusBar or BeginHUD.
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void StatusbarToRealCoords(double &x, double &y, double &w, double &h) const;
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int GetTopOfStatusbar() const
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{
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return SBarTop;
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}
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//protected:
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void DrawPowerups ();
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void RefreshBackground () const;
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public:
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AInventory *ValidateInvFirst (int numVisible) const;
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void DrawCrosshair ();
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// Sizing info for ths status bar.
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int ST_X;
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int ST_Y;
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int SBarTop;
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DVector2 SBarScale;
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int RelTop;
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int HorizontalResolution, VerticalResolution;
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bool Scaled; // This needs to go away.
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DVector2 defaultScale; // factor for fully scaled fullscreen display.
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bool ForcedScale = false;
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bool Centering;
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bool FixedOrigin;
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bool CompleteBorder;
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double CrosshairSize;
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double Displacement;
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bool ShowLog;
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int artiflashTick = 0;
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double itemflashFade = 0.75;
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player_t *CPlayer;
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double Alpha = 1.;
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DVector2 drawOffset = { 0,0 }; // can be set by subclasses to offset drawing operations
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double drawClip[4] = { 0,0,0,0 }; // defines a clipping rectangle (not used yet)
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bool fullscreenOffsets = false; // current screen is displayed with fullscreen behavior.
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FMugShot mugshot;
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private:
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bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const;
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void DrawMessages (int layer, int bottom);
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void DrawConsistancy () const;
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void DrawWaiting () const;
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void SetDrawSize(int reltop, int hres, int vres);
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TObjPtr<DHUDMessageBase*> Messages[NUM_HUDMSGLAYERS];
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int BaseRelTop;
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int BaseSBarHorizontalResolution;
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int BaseSBarVerticalResolution;
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int BaseHUDHorizontalResolution;
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int BaseHUDVerticalResolution;
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};
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extern DBaseStatusBar *StatusBar;
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// Status bar factories -----------------------------------------------------
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DBaseStatusBar *CreateCustomStatusBar(int script=0);
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// Crosshair stuff ----------------------------------------------------------
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void ST_FormatMapName(FString &mapname, const char *mapnamecolor = "");
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void ST_LoadCrosshair(bool alwaysload=false);
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void ST_Clear();
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void ST_CreateStatusBar(bool bTitleLevel);
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extern FTexture *CrosshairImage;
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FTextureID GetInventoryIcon(AInventory *item, uint32_t flags, bool *applyscale);
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enum DI_Flags
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{
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DI_SKIPICON = 0x1,
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DI_SKIPALTICON = 0x2,
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DI_SKIPSPAWN = 0x4,
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DI_SKIPREADY = 0x8,
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DI_ALTICONFIRST = 0x10,
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DI_TRANSLATABLE = 0x20,
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DI_FORCESCALE = 0x40,
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DI_DIM = 0x80,
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DI_DRAWCURSORFIRST = 0x100, // only for DrawInventoryBar.
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DI_ALWAYSSHOWCOUNT = 0x200, // only for DrawInventoryBar.
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DI_DIMDEPLETED = 0x400,
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DI_DONTANIMATE = 0x800, // do not animate the texture
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DI_MIRROR = 0x1000, // flip the texture horizontally, like a mirror
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DI_SCREEN_AUTO = 0, // decide based on given offsets.
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DI_SCREEN_MANUAL_ALIGN = 0x4000, // If this is on, the following flags will have an effect
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DI_SCREEN_TOP = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VCENTER = 0x8000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_BOTTOM = 0x10000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VOFFSET = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VMASK = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HCENTER = 0x20000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_RIGHT = 0x40000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP|DI_SCREEN_RIGHT,
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DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT,
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DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_HCENTER,
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DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET|DI_SCREEN_VOFFSET,
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DI_ITEM_AUTO = 0, // equivalent with bottom center, which is the default alignment.
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DI_ITEM_TOP = 0x80000,
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DI_ITEM_VCENTER = 0x100000,
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DI_ITEM_BOTTOM = 0, // this is the default vertical alignment
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DI_ITEM_VOFFSET = 0x180000,
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DI_ITEM_VMASK = 0x180000,
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DI_ITEM_LEFT = 0x200000,
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DI_ITEM_HCENTER = 0, // this is the deafault horizontal alignment
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DI_ITEM_RIGHT = 0x400000,
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DI_ITEM_HOFFSET = 0x600000,
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DI_ITEM_HMASK = 0x600000,
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DI_ITEM_LEFT_TOP = DI_ITEM_TOP|DI_ITEM_LEFT,
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DI_ITEM_RIGHT_TOP = DI_ITEM_TOP|DI_ITEM_RIGHT,
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DI_ITEM_LEFT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_LEFT,
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DI_ITEM_RIGHT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_RIGHT,
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DI_ITEM_CENTER = DI_ITEM_VCENTER|DI_ITEM_HCENTER,
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DI_ITEM_CENTER_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_HCENTER,
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DI_ITEM_OFFSETS = DI_ITEM_HOFFSET|DI_ITEM_VOFFSET,
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DI_TEXT_ALIGN_LEFT = 0,
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DI_TEXT_ALIGN_RIGHT = 0x800000,
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DI_TEXT_ALIGN_CENTER = 0x1000000,
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DI_TEXT_ALIGN = 0x1800000,
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DI_ALPHAMAPPED = 0x2000000,
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DI_NOSHADOW = 0x4000000,
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DI_ALWAYSSHOWCOUNTERS = 0x8000000,
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DI_ARTIFLASH = 0x10000000,
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DI_FORCEFILL = 0x20000000,
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// These 2 flags are only used by SBARINFO so these duplicate other flags not used by SBARINFO
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DI_DRAWINBOX = DI_TEXT_ALIGN_RIGHT,
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DI_ALTERNATEONFAIL = DI_TEXT_ALIGN_CENTER,
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};
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#endif /* __SBAR_H__ */
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