gzdoom/src/g_statusbar/shared_sbar.cpp
Christoph Oelckers eb4eb1ac00 - use a wide string for the console input buffer.
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.
2019-03-10 17:54:03 +01:00

1846 lines
46 KiB
C++

/*
** shared_sbar.cpp
** Base status bar implementation
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** Copyright 2017 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "templates.h"
#include "sbar.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "v_video.h"
#include "w_wad.h"
#include "s_sound.h"
#include "gi.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_net.h"
#include "d_player.h"
#include "serializer.h"
#include "r_utility.h"
#include "cmdlib.h"
#include "g_levellocals.h"
#include "vm.h"
#include "p_acs.h"
#include "sbarinfo.h"
#include "gstrings.h"
#include "events.h"
#include "g_game.h"
#include "utf8.h"
#include "../version.h"
#define XHAIRSHRINKSIZE (1./18)
#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
#define POWERUPICONSIZE 32
IMPLEMENT_CLASS(DHUDFont, true, false);
IMPLEMENT_CLASS(DBaseStatusBar, false, true)
IMPLEMENT_POINTERS_START(DBaseStatusBar)
IMPLEMENT_POINTER(Messages[0])
IMPLEMENT_POINTER(Messages[1])
IMPLEMENT_POINTER(Messages[2])
IMPLEMENT_POINTER(AltHud)
IMPLEMENT_POINTERS_END
EXTERN_CVAR (Bool, am_showmonsters)
EXTERN_CVAR (Bool, am_showsecrets)
EXTERN_CVAR (Bool, am_showitems)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR (Bool, noisedebug)
EXTERN_CVAR (Int, con_scaletext)
EXTERN_CVAR(Bool, vid_fps)
CVAR(Int, hud_scale, 0, CVAR_ARCHIVE);
DBaseStatusBar *StatusBar;
extern int setblocks;
FTexture *CrosshairImage;
static int CrosshairNum;
CVAR (Int, paletteflash, 0, CVAR_ARCHIVE)
CVAR (Flag, pf_hexenweaps, paletteflash, PF_HEXENWEAPONS)
CVAR (Flag, pf_poison, paletteflash, PF_POISON)
CVAR (Flag, pf_ice, paletteflash, PF_ICE)
CVAR (Flag, pf_hazard, paletteflash, PF_HAZARD)
// Stretch status bar to full screen width?
CUSTOM_CVAR (Int, st_scale, 0, CVAR_ARCHIVE)
{
if (self < -1)
{
self = -1;
return;
}
if (StatusBar)
{
StatusBar->SetScale();
setsizeneeded = true;
}
}
CUSTOM_CVAR(Bool, hud_aspectscale, false, CVAR_ARCHIVE)
{
if (StatusBar)
{
StatusBar->SetScale();
setsizeneeded = true;
}
}
CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
CVAR (Bool, crosshairhealth, true, CVAR_ARCHIVE);
CVAR (Float, crosshairscale, 1.0, CVAR_ARCHIVE);
CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE);
CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
{
if (self < 0 || self > 2) self = 2;
}
CVAR (Bool, idmypos, false, 0);
//---------------------------------------------------------------------------
//
// Load crosshair definitions
//
//---------------------------------------------------------------------------
void ST_LoadCrosshair(bool alwaysload)
{
int num = 0;
char name[16], size;
if (!crosshairforce &&
players[consoleplayer].camera != NULL &&
players[consoleplayer].camera->player != NULL &&
players[consoleplayer].camera->player->ReadyWeapon != NULL)
{
num = players[consoleplayer].camera->player->ReadyWeapon->IntVar(NAME_Crosshair);
}
if (num == 0)
{
num = crosshair;
}
if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
{ // No change.
return;
}
if (num == 0)
{
CrosshairNum = 0;
CrosshairImage = NULL;
return;
}
if (num < 0)
{
num = -num;
}
size = (SCREENWIDTH < 640) ? 'S' : 'B';
mysnprintf (name, countof(name), "XHAIR%c%d", size, num);
FTextureID texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
if (!texid.isValid())
{
mysnprintf (name, countof(name), "XHAIR%c1", size);
texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
if (!texid.isValid())
{
texid = TexMan.CheckForTexture("XHAIRS1", ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
}
}
CrosshairNum = num;
CrosshairImage = TexMan.GetTexture(texid);
}
//---------------------------------------------------------------------------
//
// ST_Clear
//
//---------------------------------------------------------------------------
void ST_Clear()
{
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
CrosshairImage = NULL;
CrosshairNum = 0;
}
//---------------------------------------------------------------------------
//
// create a new status bar
//
//---------------------------------------------------------------------------
static void CreateBaseStatusBar()
{
assert(nullptr == StatusBar);
PClass* const statusBarClass = PClass::FindClass("BaseStatusBar");
assert(nullptr != statusBarClass);
StatusBar = static_cast<DBaseStatusBar*>(statusBarClass->CreateNew());
StatusBar->SetSize(0);
}
static void CreateGameInfoStatusBar(bool &shouldWarn)
{
auto cls = PClass::FindClass(gameinfo.statusbarclass);
if (cls == nullptr)
{
if (shouldWarn)
{
Printf(TEXTCOLOR_RED "Unknown status bar class \"%s\"\n", gameinfo.statusbarclass.GetChars());
shouldWarn = false;
}
}
else
{
if (cls->IsDescendantOf(RUNTIME_CLASS(DBaseStatusBar)))
{
StatusBar = (DBaseStatusBar *)cls->CreateNew();
}
else if (shouldWarn)
{
Printf(TEXTCOLOR_RED "Status bar class \"%s\" is not derived from BaseStatusBar\n", gameinfo.statusbarclass.GetChars());
shouldWarn = false;
}
}
}
void ST_CreateStatusBar(bool bTitleLevel)
{
if (StatusBar != NULL)
{
StatusBar->Destroy();
StatusBar = NULL;
}
bool shouldWarn = true;
if (bTitleLevel)
{
CreateBaseStatusBar();
}
else
{
// The old rule of 'what came last wins' goes here, as well.
// If the most recent SBARINFO definition comes before a status bar class definition it will be picked,
// if the class is defined later, this will be picked. If both come from the same file, the class definition will win.
int sbarinfolump = Wads.CheckNumForName("SBARINFO");
int sbarinfofile = Wads.GetLumpFile(sbarinfolump);
if (gameinfo.statusbarclassfile >= gameinfo.statusbarfile && gameinfo.statusbarclassfile >= sbarinfofile)
{
CreateGameInfoStatusBar(shouldWarn);
}
}
if (StatusBar == nullptr && SBarInfoScript[SCRIPT_CUSTOM] != nullptr)
{
int cstype = SBarInfoScript[SCRIPT_CUSTOM]->GetGameType();
//Did the user specify a "base"
if (cstype == GAME_Any) //Use the default, empty or custom.
{
StatusBar = CreateCustomStatusBar(SCRIPT_CUSTOM);
}
else
{
StatusBar = CreateCustomStatusBar(SCRIPT_DEFAULT);
}
// SBARINFO failed so try the current statusbarclass again.
if (StatusBar == nullptr)
{
CreateGameInfoStatusBar(shouldWarn);
}
}
if (StatusBar == nullptr)
{
FName defname = NAME_None;
if (gameinfo.gametype & GAME_DoomChex) defname = "DoomStatusBar";
else if (gameinfo.gametype == GAME_Heretic) defname = "HereticStatusBar";
else if (gameinfo.gametype == GAME_Hexen) defname = "HexenStatusBar";
else if (gameinfo.gametype == GAME_Strife) defname = "StrifeStatusBar";
if (defname != NAME_None)
{
auto cls = PClass::FindClass(defname);
if (cls != nullptr)
{
assert(cls->IsDescendantOf(RUNTIME_CLASS(DBaseStatusBar)));
StatusBar = (DBaseStatusBar *)cls->CreateNew();
}
}
}
if (StatusBar == nullptr)
{
CreateBaseStatusBar();
}
IFVIRTUALPTR(StatusBar, DBaseStatusBar, Init)
{
VMValue params[] = { StatusBar };
VMCall(func, params, 1, nullptr, 0);
}
GC::WriteBarrier(StatusBar);
StatusBar->AttachToPlayer(&players[consoleplayer]);
StatusBar->NewGame();
}
//---------------------------------------------------------------------------
//
// Constructor
//
//---------------------------------------------------------------------------
DBaseStatusBar::DBaseStatusBar ()
{
CompleteBorder = false;
Centering = false;
FixedOrigin = false;
CrosshairSize = 1.;
memset(Messages, 0, sizeof(Messages));
Displacement = 0;
CPlayer = NULL;
ShowLog = false;
defaultScale = { (double)CleanXfac, (double)CleanYfac };
// Create the AltHud object. Todo: Make class type configurable.
FName classname = "AltHud";
auto cls = PClass::FindClass(classname);
if (cls)
{
AltHud = cls->CreateNew();
VMFunction * func = PClass::FindFunction(classname, "Init");
if (func != nullptr)
{
VMValue params[] = { AltHud };
VMCall(func, params, countof(params), nullptr, 0);
}
}
}
static void ValidateResolution(int &hres, int &vres)
{
if (hres == 0)
{
static const int HORIZONTAL_RESOLUTION_DEFAULT = 320;
hres = HORIZONTAL_RESOLUTION_DEFAULT;
}
if (vres == 0)
{
static const int VERTICAL_RESOLUTION_DEFAULT = 200;
vres = VERTICAL_RESOLUTION_DEFAULT;
}
}
void DBaseStatusBar::SetSize(int reltop, int hres, int vres, int hhres, int hvres)
{
ValidateResolution(hres, vres);
BaseRelTop = reltop;
BaseSBarHorizontalResolution = hres;
BaseSBarVerticalResolution = vres;
BaseHUDHorizontalResolution = hhres < 0? hres : hhres;
BaseHUDVerticalResolution = hvres < 0? vres : hvres;
SetDrawSize(reltop, hres, vres);
}
void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres)
{
ValidateResolution(hres, vres);
RelTop = reltop;
HorizontalResolution = hres;
VerticalResolution = vres;
int x, y;
V_CalcCleanFacs(hres, vres, SCREENWIDTH, SCREENHEIGHT, &x, &y);
defaultScale = { (double)x, (double)y };
SetScale(); // recalculate positioning info.
}
//---------------------------------------------------------------------------
//
// PROP Destroy
//
//---------------------------------------------------------------------------
void DBaseStatusBar::OnDestroy ()
{
for (size_t i = 0; i < countof(Messages); ++i)
{
DHUDMessageBase *msg = Messages[i];
while (msg)
{
DHUDMessageBase *next = msg->Next;
msg->Destroy();
msg = next;
}
Messages[i] = nullptr;
}
if (AltHud) AltHud->Destroy();
Super::OnDestroy();
}
//---------------------------------------------------------------------------
//
// PROC SetScaled
//
//---------------------------------------------------------------------------
void DBaseStatusBar::SetScale ()
{
ValidateResolution(HorizontalResolution, VerticalResolution);
int w = SCREENWIDTH;
int h = SCREENHEIGHT;
if (st_scale < 0 || ForcedScale)
{
// This is the classic fullscreen scale with aspect ratio compensation.
int sby = VerticalResolution - RelTop;
float aspect = ActiveRatio(w, h);
if (!AspectTallerThanWide(aspect))
{
// Wider or equal than 4:3
SBarTop = Scale(sby, h, VerticalResolution);
double width4_3 = w * 1.333 / aspect;
ST_X = int((w - width4_3) / 2);
}
else
{ // 5:4 resolution
ST_X = 0;
// this was far more obtuse before...
double height4_3 = h * aspect / 1.333;
SBarTop = int(h - height4_3 + sby * height4_3 / VerticalResolution);
}
Displacement = 0;
SBarScale.X = -1;
ST_Y = 0;
}
else
{
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
// the resulting scaling factor needs to be reduced accordingly.
int realscale = clamp((320 * GetUIScale(st_scale)) / HorizontalResolution, 1, w / HorizontalResolution);
double realscaley = realscale * (hud_aspectscale ? 1.2 : 1.);
ST_X = (w - HorizontalResolution * realscale) / 2;
SBarTop = int(h - RelTop * realscaley);
if (RelTop > 0)
{
Displacement = double((SBarTop * VerticalResolution / h) - (VerticalResolution - RelTop))/RelTop/realscaley;
}
else
{
Displacement = 0;
}
SBarScale.X = realscale;
SBarScale.Y = realscaley;
ST_Y = int(h - VerticalResolution * realscaley);
}
}
//---------------------------------------------------------------------------
//
// PROC GetHUDScale
//
//---------------------------------------------------------------------------
DVector2 DBaseStatusBar::GetHUDScale() const
{
int scale;
if (hud_scale < 0 || ForcedScale) // a negative value is the equivalent to the old boolean hud_scale. This can yield different values for x and y for higher resolutions.
{
return defaultScale;
}
scale = GetUIScale(hud_scale);
int hres = HorizontalResolution;
int vres = VerticalResolution;
ValidateResolution(hres, vres);
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
// the resulting scaling factor needs to be reduced accordingly.
int realscale = MAX<int>(1, (320 * scale) / hres);
return{ double(realscale), double(realscale * (hud_aspectscale ? 1.2 : 1.)) };
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DBaseStatusBar::BeginStatusBar(int resW, int resH, int relTop, bool forceScaled)
{
SetDrawSize(relTop < 0? BaseRelTop : relTop, resW < 0? BaseSBarHorizontalResolution : resW, resH < 0? BaseSBarVerticalResolution : resH);
ForcedScale = forceScaled;
fullscreenOffsets = false;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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();
}