mirror of
https://github.com/ZDoom/gzdoom.git
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eb4eb1ac00
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.
1846 lines
46 KiB
C++
1846 lines
46 KiB
C++
/*
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** shared_sbar.cpp
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** Base status bar implementation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** Copyright 2017 Christoph Oelckers
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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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#include <assert.h>
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#include "templates.h"
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#include "sbar.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "s_sound.h"
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#include "gi.h"
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#include "doomstat.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "d_player.h"
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#include "serializer.h"
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#include "r_utility.h"
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#include "cmdlib.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "p_acs.h"
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#include "sbarinfo.h"
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#include "gstrings.h"
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#include "events.h"
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#include "g_game.h"
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#include "utf8.h"
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#include "../version.h"
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#define XHAIRSHRINKSIZE (1./18)
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#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
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#define POWERUPICONSIZE 32
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IMPLEMENT_CLASS(DHUDFont, true, false);
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IMPLEMENT_CLASS(DBaseStatusBar, false, true)
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IMPLEMENT_POINTERS_START(DBaseStatusBar)
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IMPLEMENT_POINTER(Messages[0])
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IMPLEMENT_POINTER(Messages[1])
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IMPLEMENT_POINTER(Messages[2])
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IMPLEMENT_POINTER(AltHud)
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IMPLEMENT_POINTERS_END
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EXTERN_CVAR (Bool, am_showmonsters)
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EXTERN_CVAR (Bool, am_showsecrets)
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EXTERN_CVAR (Bool, am_showitems)
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EXTERN_CVAR (Bool, am_showtime)
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EXTERN_CVAR (Bool, am_showtotaltime)
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EXTERN_CVAR (Bool, noisedebug)
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EXTERN_CVAR (Int, con_scaletext)
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EXTERN_CVAR(Bool, vid_fps)
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CVAR(Int, hud_scale, 0, CVAR_ARCHIVE);
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DBaseStatusBar *StatusBar;
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extern int setblocks;
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FTexture *CrosshairImage;
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static int CrosshairNum;
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CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
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CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
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CVAR (Flag, pf_poison, paletteflash, PF_POISON)
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CVAR (Flag, pf_ice, paletteflash, PF_ICE)
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CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
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// Stretch status bar to full screen width?
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CUSTOM_CVAR (Int, st_scale, 0, CVAR_ARCHIVE)
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{
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if (self < -1)
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{
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self = -1;
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return;
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}
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if (StatusBar)
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{
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StatusBar->SetScale();
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setsizeneeded = true;
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}
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}
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CUSTOM_CVAR(Bool, hud_aspectscale, false, CVAR_ARCHIVE)
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{
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if (StatusBar)
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{
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StatusBar->SetScale();
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setsizeneeded = true;
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}
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}
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CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
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CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
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CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
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CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE);
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CVAR (Float, crosshairscale, 1.0, CVAR_ARCHIVE);
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CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE);
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CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 2) self = 2;
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}
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CVAR (Bool, idmypos, false, 0);
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//---------------------------------------------------------------------------
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//
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// Load crosshair definitions
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//
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//---------------------------------------------------------------------------
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void ST_LoadCrosshair(bool alwaysload)
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{
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int num = 0;
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char name[16], size;
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if (!crosshairforce &&
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players[consoleplayer].camera != NULL &&
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players[consoleplayer].camera->player != NULL &&
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players[consoleplayer].camera->player->ReadyWeapon != NULL)
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{
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num = players[consoleplayer].camera->player->ReadyWeapon->IntVar(NAME_Crosshair);
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}
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if (num == 0)
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{
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num = crosshair;
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}
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if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
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{ // No change.
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return;
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}
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if (num == 0)
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{
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CrosshairNum = 0;
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CrosshairImage = NULL;
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return;
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}
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if (num < 0)
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{
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num = -num;
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}
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size = (SCREENWIDTH < 640) ? 'S' : 'B';
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mysnprintf (name, countof(name), "XHAIR%c%d", size, num);
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FTextureID texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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if (!texid.isValid())
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{
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mysnprintf (name, countof(name), "XHAIR%c1", size);
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texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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if (!texid.isValid())
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{
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texid = TexMan.CheckForTexture("XHAIRS1", ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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}
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}
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CrosshairNum = num;
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CrosshairImage = TexMan.GetTexture(texid);
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}
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//---------------------------------------------------------------------------
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//
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// ST_Clear
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//
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//---------------------------------------------------------------------------
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void ST_Clear()
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{
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if (StatusBar != NULL)
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{
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StatusBar->Destroy();
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StatusBar = NULL;
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}
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CrosshairImage = NULL;
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CrosshairNum = 0;
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}
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//---------------------------------------------------------------------------
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//
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// create a new status bar
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//
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//---------------------------------------------------------------------------
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static void CreateBaseStatusBar()
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{
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assert(nullptr == StatusBar);
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PClass* const statusBarClass = PClass::FindClass("BaseStatusBar");
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assert(nullptr != statusBarClass);
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StatusBar = static_cast<DBaseStatusBar*>(statusBarClass->CreateNew());
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StatusBar->SetSize(0);
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}
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static void CreateGameInfoStatusBar(bool &shouldWarn)
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{
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auto cls = PClass::FindClass(gameinfo.statusbarclass);
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if (cls == nullptr)
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{
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if (shouldWarn)
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{
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Printf(TEXTCOLOR_RED "Unknown status bar class \"%s\"\n", gameinfo.statusbarclass.GetChars());
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shouldWarn = false;
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}
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}
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else
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{
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if (cls->IsDescendantOf(RUNTIME_CLASS(DBaseStatusBar)))
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{
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StatusBar = (DBaseStatusBar *)cls->CreateNew();
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}
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else if (shouldWarn)
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{
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Printf(TEXTCOLOR_RED "Status bar class \"%s\" is not derived from BaseStatusBar\n", gameinfo.statusbarclass.GetChars());
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shouldWarn = false;
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}
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}
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}
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void ST_CreateStatusBar(bool bTitleLevel)
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{
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if (StatusBar != NULL)
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{
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StatusBar->Destroy();
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StatusBar = NULL;
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}
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bool shouldWarn = true;
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if (bTitleLevel)
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{
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CreateBaseStatusBar();
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}
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else
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{
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// The old rule of 'what came last wins' goes here, as well.
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// If the most recent SBARINFO definition comes before a status bar class definition it will be picked,
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// if the class is defined later, this will be picked. If both come from the same file, the class definition will win.
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int sbarinfolump = Wads.CheckNumForName("SBARINFO");
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int sbarinfofile = Wads.GetLumpFile(sbarinfolump);
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if (gameinfo.statusbarclassfile >= gameinfo.statusbarfile && gameinfo.statusbarclassfile >= sbarinfofile)
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{
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CreateGameInfoStatusBar(shouldWarn);
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}
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}
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if (StatusBar == nullptr && SBarInfoScript[SCRIPT_CUSTOM] != nullptr)
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{
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int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
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//Did the user specify a "base"
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if (cstype == GAME_Any) //Use the default, empty or custom.
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
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}
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else
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{
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StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
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}
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// SBARINFO failed so try the current statusbarclass again.
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if (StatusBar == nullptr)
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{
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CreateGameInfoStatusBar(shouldWarn);
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}
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}
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if (StatusBar == nullptr)
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{
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FName defname = NAME_None;
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if (gameinfo.gametype & GAME_DoomChex) defname = "DoomStatusBar";
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else if (gameinfo.gametype == GAME_Heretic) defname = "HereticStatusBar";
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else if (gameinfo.gametype == GAME_Hexen) defname = "HexenStatusBar";
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else if (gameinfo.gametype == GAME_Strife) defname = "StrifeStatusBar";
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if (defname != NAME_None)
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{
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auto cls = PClass::FindClass(defname);
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if (cls != nullptr)
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{
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assert(cls->IsDescendantOf(RUNTIME_CLASS(DBaseStatusBar)));
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StatusBar = (DBaseStatusBar *)cls->CreateNew();
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}
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}
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}
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if (StatusBar == nullptr)
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{
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CreateBaseStatusBar();
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}
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IFVIRTUALPTR(StatusBar, DBaseStatusBar, Init)
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{
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VMValue params[] = { StatusBar };
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VMCall(func, params, 1, nullptr, 0);
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}
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GC::WriteBarrier(StatusBar);
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StatusBar->AttachToPlayer(&players[consoleplayer]);
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StatusBar->NewGame();
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}
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//---------------------------------------------------------------------------
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//
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// Constructor
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//
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//---------------------------------------------------------------------------
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DBaseStatusBar::DBaseStatusBar ()
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{
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CompleteBorder = false;
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Centering = false;
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FixedOrigin = false;
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CrosshairSize = 1.;
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memset(Messages, 0, sizeof(Messages));
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Displacement = 0;
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CPlayer = NULL;
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ShowLog = false;
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defaultScale = { (double)CleanXfac, (double)CleanYfac };
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// Create the AltHud object. Todo: Make class type configurable.
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FName classname = "AltHud";
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auto cls = PClass::FindClass(classname);
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if (cls)
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{
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AltHud = cls->CreateNew();
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VMFunction * func = PClass::FindFunction(classname, "Init");
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if (func != nullptr)
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{
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VMValue params[] = { AltHud };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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}
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static void ValidateResolution(int &hres, int &vres)
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{
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if (hres == 0)
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{
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static const int HORIZONTAL_RESOLUTION_DEFAULT = 320;
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hres = HORIZONTAL_RESOLUTION_DEFAULT;
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}
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if (vres == 0)
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{
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static const int VERTICAL_RESOLUTION_DEFAULT = 200;
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vres = VERTICAL_RESOLUTION_DEFAULT;
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}
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}
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void DBaseStatusBar::SetSize(int reltop, int hres, int vres, int hhres, int hvres)
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{
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ValidateResolution(hres, vres);
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BaseRelTop = reltop;
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BaseSBarHorizontalResolution = hres;
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BaseSBarVerticalResolution = vres;
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BaseHUDHorizontalResolution = hhres < 0? hres : hhres;
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BaseHUDVerticalResolution = hvres < 0? vres : hvres;
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SetDrawSize(reltop, hres, vres);
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}
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void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres)
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{
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ValidateResolution(hres, vres);
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RelTop = reltop;
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HorizontalResolution = hres;
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VerticalResolution = vres;
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int x, y;
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V_CalcCleanFacs(hres, vres, SCREENWIDTH, SCREENHEIGHT, &x, &y);
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defaultScale = { (double)x, (double)y };
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SetScale(); // recalculate positioning info.
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}
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//---------------------------------------------------------------------------
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//
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// PROP Destroy
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::OnDestroy ()
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{
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for (size_t i = 0; i < countof(Messages); ++i)
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{
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DHUDMessageBase *msg = Messages[i];
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while (msg)
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{
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DHUDMessageBase *next = msg->Next;
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msg->Destroy();
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msg = next;
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}
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Messages[i] = nullptr;
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}
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if (AltHud) AltHud->Destroy();
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Super::OnDestroy();
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}
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//---------------------------------------------------------------------------
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//
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// PROC SetScaled
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::SetScale ()
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{
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ValidateResolution(HorizontalResolution, VerticalResolution);
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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if (st_scale < 0 || ForcedScale)
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{
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// This is the classic fullscreen scale with aspect ratio compensation.
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int sby = VerticalResolution - RelTop;
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float aspect = ActiveRatio(w, h);
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if (!AspectTallerThanWide(aspect))
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{
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// Wider or equal than 4:3
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SBarTop = Scale(sby, h, VerticalResolution);
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double width4_3 = w * 1.333 / aspect;
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ST_X = int((w - width4_3) / 2);
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}
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else
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{ // 5:4 resolution
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ST_X = 0;
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// this was far more obtuse before...
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double height4_3 = h * aspect / 1.333;
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SBarTop = int(h - height4_3 + sby * height4_3 / VerticalResolution);
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}
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Displacement = 0;
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SBarScale.X = -1;
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ST_Y = 0;
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}
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else
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{
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// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
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// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
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// the resulting scaling factor needs to be reduced accordingly.
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int realscale = clamp((320 * GetUIScale(st_scale)) / HorizontalResolution, 1, w / HorizontalResolution);
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double realscaley = realscale * (hud_aspectscale ? 1.2 : 1.);
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ST_X = (w - HorizontalResolution * realscale) / 2;
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SBarTop = int(h - RelTop * realscaley);
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if (RelTop > 0)
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{
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Displacement = double((SBarTop * VerticalResolution / h) - (VerticalResolution - RelTop))/RelTop/realscaley;
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}
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else
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{
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Displacement = 0;
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}
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SBarScale.X = realscale;
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SBarScale.Y = realscaley;
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ST_Y = int(h - VerticalResolution * realscaley);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC GetHUDScale
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//
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//---------------------------------------------------------------------------
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DVector2 DBaseStatusBar::GetHUDScale() const
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{
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int scale;
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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.
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{
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return defaultScale;
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}
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scale = GetUIScale(hud_scale);
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int hres = HorizontalResolution;
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int vres = VerticalResolution;
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ValidateResolution(hres, vres);
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// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
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// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
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// the resulting scaling factor needs to be reduced accordingly.
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int realscale = MAX<int>(1, (320 * scale) / hres);
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return{ double(realscale), double(realscale * (hud_aspectscale ? 1.2 : 1.)) };
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::BeginStatusBar(int resW, int resH, int relTop, bool forceScaled)
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{
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SetDrawSize(relTop < 0? BaseRelTop : relTop, resW < 0? BaseSBarHorizontalResolution : resW, resH < 0? BaseSBarVerticalResolution : resH);
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ForcedScale = forceScaled;
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fullscreenOffsets = false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
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;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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)
|
|
{
|
|
DHUDMessageBase *msg = Messages[i];
|
|
TObjPtr<DHUDMessageBase *>*prev = &Messages[i];
|
|
|
|
while (msg)
|
|
{
|
|
DHUDMessageBase *next = msg->Next;
|
|
|
|
if (msg->CallTick ())
|
|
{
|
|
*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;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
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 (DHUDMessageBase *msg, uint32_t id, int layer)
|
|
{
|
|
DHUDMessageBase *old = NULL;
|
|
TObjPtr<DHUDMessageBase *>*prev;
|
|
|
|
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)
|
|
{
|
|
prev = &(*prev)->Next;
|
|
}
|
|
|
|
msg->Next = *prev;
|
|
msg->SBarID = id;
|
|
*prev = msg;
|
|
GC::WriteBarrier(msg);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DetachMessage
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DHUDMessageBase *DBaseStatusBar::DetachMessage (DHUDMessageBase *msg)
|
|
{
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessageBase *probe = Messages[i];
|
|
TObjPtr<DHUDMessageBase *>*prev = &Messages[i];
|
|
|
|
while (probe && probe != msg)
|
|
{
|
|
prev = &probe->Next;
|
|
probe = probe->Next;
|
|
}
|
|
if (probe != NULL)
|
|
{
|
|
*prev = probe->Next;
|
|
probe->Next = nullptr;
|
|
return probe;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
DHUDMessageBase *DBaseStatusBar::DetachMessage (uint32_t id)
|
|
{
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessageBase *probe = Messages[i];
|
|
TObjPtr<DHUDMessageBase *>*prev = &Messages[i];
|
|
|
|
while (probe && probe->SBarID != id)
|
|
{
|
|
prev = &probe->Next;
|
|
probe = probe->Next;
|
|
}
|
|
if (probe != NULL)
|
|
{
|
|
*prev = probe->Next;
|
|
probe->Next = nullptr;
|
|
return probe;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC DetachAllMessages
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::DetachAllMessages ()
|
|
{
|
|
for (size_t i = 0; i < countof(Messages); ++i)
|
|
{
|
|
DHUDMessageBase *probe = Messages[i];
|
|
|
|
Messages[i] = nullptr;
|
|
while (probe != NULL)
|
|
{
|
|
DHUDMessageBase *next = probe->Next;
|
|
probe->Destroy();
|
|
probe = next;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC ShowPlayerName
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::ShowPlayerName ()
|
|
{
|
|
EColorRange color;
|
|
|
|
color = (CPlayer == &players[consoleplayer]) ? CR_GOLD : CR_GREEN;
|
|
AttachMessage (Create<DHUDMessageFadeOut> (SmallFont, CPlayer->userinfo.GetName(),
|
|
1.5f, 0.92f, 0, 0, color, 2.f, 0.35f), MAKE_ID('P','N','A','M'));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static FTextureID GetBorderTexture(FLevelLocals *Level)
|
|
{
|
|
if (Level != nullptr && Level->info != nullptr && Level->info->BorderTexture.Len() != 0)
|
|
{
|
|
auto picnum = TexMan.CheckForTexture (Level->info->BorderTexture, ETextureType::Flat);
|
|
if (picnum.isValid()) return picnum;
|
|
}
|
|
return TexMan.CheckForTexture (gameinfo.BorderFlat, ETextureType::Flat);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RefreshViewBorder
|
|
//
|
|
// Draws the border around the player view, if needed.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DBaseStatusBar::RefreshViewBorder ()
|
|
{
|
|
if (setblocks < 10)
|
|
{
|
|
int Width = screen->GetWidth();
|
|
if (viewwidth == Width)
|
|
{
|
|
return;
|
|
}
|
|
auto tex = GetBorderTexture(primaryLevel);
|
|
screen->DrawBorder (tex, 0, 0, Width, viewwindowy);
|
|
screen->DrawBorder (tex, 0, viewwindowy, viewwindowx, viewheight + viewwindowy);
|
|
screen->DrawBorder (tex, viewwindowx + viewwidth, viewwindowy, Width, viewheight + viewwindowy);
|
|
screen->DrawBorder (tex, 0, viewwindowy + viewheight, Width, StatusBar->GetTopOfStatusbar());
|
|
|
|
screen->DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// RefreshBackground
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::RefreshBackground () const
|
|
{
|
|
int x, x2, y;
|
|
|
|
float ratio = ActiveRatio (SCREENWIDTH, SCREENHEIGHT);
|
|
x = ST_X;
|
|
y = SBarTop;
|
|
|
|
if (x == 0 && y == SCREENHEIGHT) return;
|
|
|
|
auto tex = GetBorderTexture(primaryLevel);
|
|
|
|
if(!CompleteBorder)
|
|
{
|
|
if(y < SCREENHEIGHT)
|
|
{
|
|
screen->DrawBorder (tex, x+1, y, SCREENWIDTH, y+1);
|
|
screen->DrawBorder (tex, x+1, SCREENHEIGHT-1, SCREENWIDTH, SCREENHEIGHT);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
x = SCREENWIDTH;
|
|
}
|
|
|
|
if (x > 0)
|
|
{
|
|
if(!CompleteBorder)
|
|
{
|
|
x2 = SCREENWIDTH - ST_X;
|
|
}
|
|
else
|
|
{
|
|
x2 = SCREENWIDTH;
|
|
}
|
|
|
|
screen->DrawBorder (tex, 0, y, x+1, SCREENHEIGHT);
|
|
screen->DrawBorder (tex, x2-1, y, SCREENWIDTH, SCREENHEIGHT);
|
|
|
|
if (setblocks >= 10)
|
|
{
|
|
FTexture *p = TexMan.GetTextureByName(gameinfo.Border.b);
|
|
if (p != NULL)
|
|
{
|
|
screen->FlatFill(0, y, x, y + p->GetDisplayHeight(), p, true);
|
|
screen->FlatFill(x2, y, SCREENWIDTH, y + p->GetDisplayHeight(), 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->GetDisplayWidth() * size);
|
|
h = int(CrosshairImage->GetDisplayHeight() * 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)
|
|
{
|
|
DHUDMessageBase *msg = Messages[layer];
|
|
int visibility = 0;
|
|
|
|
if (viewactive)
|
|
{
|
|
visibility |= HUDMSG_NotWith3DView;
|
|
}
|
|
if (automapactive)
|
|
{
|
|
visibility |= viewactive ? HUDMSG_NotWithOverlayMap : HUDMSG_NotWithFullMap;
|
|
}
|
|
while (msg)
|
|
{
|
|
DHUDMessageBase *next = msg->Next;
|
|
msg->CallDraw (bottom, visibility);
|
|
msg = next;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draw
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DBaseStatusBar::Draw (EHudState state, double ticFrac)
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DBaseStatusBar::CallDraw(EHudState state, double ticFrac)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, Draw)
|
|
{
|
|
VMValue params[] = { (DObject*)this, state, ticFrac };
|
|
VMCall(func, params, countof(params), nullptr, 0);
|
|
}
|
|
else Draw(state, ticFrac);
|
|
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;
|
|
auto lines = V_BreakLines (SmallFont, linelen, GStrings(CPlayer->LogText));
|
|
int height = 20;
|
|
|
|
for (unsigned i = 0; i < lines.Size(); 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 (const FBrokenLines &line : lines)
|
|
{
|
|
screen->DrawText (SmallFont, CR_UNTRANSLATED, x, y, line.Text,
|
|
DTA_KeepRatio, true,
|
|
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
|
|
y += SmallFont->GetHeight ()+1;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool DBaseStatusBar::MustDrawLog(EHudState state)
|
|
{
|
|
IFVIRTUAL(DBaseStatusBar, MustDrawLog)
|
|
{
|
|
VMValue params[] = { (DObject*)this, int(state) };
|
|
int rv;
|
|
VMReturn ret(&rv);
|
|
VMCall(func, params, countof(params), &ret, 1);
|
|
return !!rv;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
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);
|
|
primaryLevel->localEventManager->RenderOverlay(state);
|
|
|
|
DrawConsistancy ();
|
|
DrawWaiting ();
|
|
if (ShowLog && MustDrawLog(state)) DrawLog ();
|
|
|
|
if (noisedebug)
|
|
{
|
|
S_NoiseDebug ();
|
|
}
|
|
}
|
|
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
DHUDMessageBase *message = Messages[i];
|
|
while (message != NULL)
|
|
{
|
|
message->CallScreenSizeChanged ();
|
|
message = message->Next;
|
|
}
|
|
}
|
|
}
|
|
|
|
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.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
AActor *DBaseStatusBar::ValidateInvFirst (int numVisible) const
|
|
{
|
|
IFVM(BaseStatusBar, ValidateInvFirst)
|
|
{
|
|
VMValue params[] = { const_cast<DBaseStatusBar*>(this), numVisible };
|
|
AActor *item;
|
|
VMReturn ret((void**)&item);
|
|
VMCall(func, params, 2, &ret, 1);
|
|
return item;
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
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)
|
|
{
|
|
int hres = HorizontalResolution;
|
|
int vres = VerticalResolution;
|
|
ValidateResolution(hres, vres);
|
|
|
|
screen->VirtualToRealCoords(x, y, w, h, hres, vres, true, true);
|
|
}
|
|
else
|
|
{
|
|
x = ST_X + x * SBarScale.X;
|
|
y = ST_Y + y * SBarScale.Y;
|
|
w *= SBarScale.X;
|
|
h *= SBarScale.Y;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// 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 = TexMan.GetTexture(texture, !(flags & DI_DONTANIMATE));
|
|
|
|
double texwidth = tex->GetDisplayWidthDouble() * scaleX;
|
|
double texheight = tex->GetDisplayHeightDouble() * 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->GetDisplayLeftOffsetDouble() * 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->GetDisplayTopOffsetDouble() * 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,
|
|
DTA_FlipX, !!(flags & DI_MIRROR),
|
|
TAG_DONE);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// 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<int> (font->StringWidth(cstring) + (spacing * cstring.CharacterCount()));
|
|
else //monospaced, so just multiply the character size
|
|
x -= static_cast<int> ((spacing) * cstring.CharacterCount());
|
|
break;
|
|
case DI_TEXT_ALIGN_CENTER:
|
|
if (!monospaced)
|
|
x -= static_cast<int> (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())) / 2;
|
|
else //monospaced, so just multiply the character size
|
|
x -= static_cast<int> ((spacing)* cstring.CharacterCount()) / 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 = GetCharFromString(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(ch, fontcolor, &width);
|
|
if (c == NULL) //missing character.
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!monospaced) //If we are monospaced lets use the offset
|
|
x += (c->GetDisplayLeftOffsetDouble() + 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->GetDisplayWidthDouble();
|
|
rh = c->GetDisplayHeightDouble();
|
|
|
|
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->GetDisplayLeftOffsetDouble() + 1);
|
|
else
|
|
x += spacing;
|
|
}
|
|
|
|
}
|
|
|
|
void SBar_DrawString(DBaseStatusBar *self, DHUDFont *font, const FString &string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing)
|
|
{
|
|
if (font == nullptr) ThrowAbortException(X_READ_NIL, nullptr);
|
|
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)
|
|
{
|
|
auto brk = V_BreakLines(font->mFont, wrapwidth, string, true);
|
|
for (auto &line : brk)
|
|
{
|
|
self->DrawString(font->mFont, line.Text, x, y, flags, alpha, trans, font->mSpacing, font->mMonospaced, font->mShadowX, font->mShadowY);
|
|
y += font->mFont->GetHeight() + linespacing;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->DrawString(font->mFont, string, x, y, flags, alpha, trans, font->mSpacing, font->mMonospaced, font->mShadowX, font->mShadowY);
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// 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);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// 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);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// CCMD showpop
|
|
//
|
|
// Asks the status bar to show a pop screen.
|
|
//
|
|
//============================================================================
|
|
|
|
CCMD (showpop)
|
|
{
|
|
if (argv.argc() != 2)
|
|
{
|
|
Printf ("Usage: showpop <popnumber>\n");
|
|
}
|
|
else if (StatusBar != NULL)
|
|
{
|
|
int popnum = atoi (argv[1]);
|
|
if (popnum < 0)
|
|
{
|
|
popnum = 0;
|
|
}
|
|
StatusBar->ShowPop (popnum);
|
|
}
|
|
}
|
|
|
|
static DObject *InitObject(PClass *type, int paramnum, VM_ARGS)
|
|
{
|
|
auto obj = type->CreateNew();
|
|
// Todo: init
|
|
return obj;
|
|
}
|
|
|
|
|
|
|
|
enum ENumFlags
|
|
{
|
|
FNF_WHENNOTZERO = 0x1,
|
|
FNF_FILLZEROS = 0x2,
|
|
};
|
|
|
|
void FormatNumber(int number, int minsize, int maxsize, int flags, const FString &prefix, FString *result)
|
|
{
|
|
static int maxvals[] = { 1, 9, 99, 999, 9999, 99999, 999999, 9999999, 99999999, 999999999 };
|
|
|
|
if (number == 0 && (flags & FNF_WHENNOTZERO))
|
|
{
|
|
*result = "";
|
|
return;
|
|
}
|
|
if (maxsize > 0 && maxsize < 10)
|
|
{
|
|
number = clamp(number, -maxvals[maxsize - 1], maxvals[maxsize]);
|
|
}
|
|
FString &fmt = *result;
|
|
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);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Weapons List
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale)
|
|
{
|
|
if (applyscale != NULL)
|
|
{
|
|
*applyscale = false;
|
|
}
|
|
|
|
if (item == nullptr) return 0;
|
|
|
|
FTextureID picnum, Icon = item->TextureIDVar(NAME_Icon), AltIcon = item->TextureIDVar(NAME_AltHUDIcon);
|
|
FState * state = NULL, *ReadyState;
|
|
|
|
picnum.SetNull();
|
|
if (flags & DI_ALTICONFIRST)
|
|
{
|
|
if (!(flags & DI_SKIPALTICON) && AltIcon.isValid())
|
|
picnum = AltIcon;
|
|
else if (!(flags & DI_SKIPICON))
|
|
picnum = Icon;
|
|
}
|
|
else
|
|
{
|
|
if (!(flags & DI_SKIPICON) && Icon.isValid())
|
|
picnum = Icon;
|
|
else if (!(flags & DI_SKIPALTICON))
|
|
picnum = AltIcon;
|
|
}
|
|
|
|
if (!picnum.isValid()) //isNull() is bad for checking, because picnum could be also invalid (-1)
|
|
{
|
|
if (!(flags & DI_SKIPSPAWN) && item->SpawnState && item->SpawnState->sprite != 0)
|
|
{
|
|
state = item->SpawnState;
|
|
|
|
if (applyscale != NULL && !(flags & DI_FORCESCALE))
|
|
{
|
|
*applyscale = true;
|
|
}
|
|
}
|
|
// no spawn state - now try the ready state if it's weapon
|
|
else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(NAME_Weapon) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite != 0)
|
|
{
|
|
state = ReadyState;
|
|
}
|
|
if (state && (unsigned)state->sprite < (unsigned)sprites.Size())
|
|
{
|
|
spritedef_t * sprdef = &sprites[state->sprite];
|
|
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
|
|
|
|
picnum = sprframe->Texture[0];
|
|
}
|
|
}
|
|
return picnum.GetIndex();
|
|
}
|
|
|