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f1b0f32786
This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors. The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
374 lines
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10 KiB
Text
374 lines
No EOL
10 KiB
Text
/*
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** playerdisplay.cpp
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** The player display for the player setup and class selection screen
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**
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**---------------------------------------------------------------------------
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** Copyright 2010-2017 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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//=============================================================================
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//
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// the player sprite window
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//
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//=============================================================================
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class ListMenuItemPlayerDisplay : ListMenuItem
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{
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ListMenuDescriptor mOwner;
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TextureID mBackdrop;
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PlayerClass mPlayerClass;
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State mPlayerState;
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int mPlayerTics;
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bool mNoportrait;
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int8 mRotation;
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int8 mMode; // 0: automatic (used by class selection), 1: manual (used by player setup)
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int8 mTranslate;
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int mSkin;
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int mRandomClass;
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int mRandomTimer;
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int mClassNum;
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Color mBaseColor;
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Color mAddColor;
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enum EPDFlags
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{
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PDF_ROTATION = 0x10001,
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PDF_SKIN = 0x10002,
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PDF_CLASS = 0x10003,
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PDF_MODE = 0x10004,
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PDF_TRANSLATE = 0x10005,
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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 Init(ListMenuDescriptor menu, int x, int y, Color c1, Color c2, bool np = false, Name command = 'None' )
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{
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Super.Init(x, y, command);
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mOwner = menu;
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mBaseColor = c1;
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mAddColor = c2;
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mBackdrop = TexMan.CheckForTexture("B@CKDROP", TexMan.Type_MiscPatch); // The weird name is to avoid clashes with mods.
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mPlayerClass = NULL;
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mPlayerState = NULL;
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mNoportrait = np;
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mMode = 0;
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mRotation = 0;
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mTranslate = false;
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mSkin = 0;
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mRandomClass = 0;
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mRandomTimer = 0;
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mClassNum = -1;
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}
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private void UpdatePlayer(int classnum)
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{
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mPlayerClass = PlayerClasses[classnum];
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mPlayerState = GetDefaultByType (mPlayerClass.Type).SeeState;
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if (mPlayerState == NULL)
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{ // No see state, so try spawn state.
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mPlayerState = GetDefaultByType (mPlayerClass.Type).SpawnState;
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}
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mPlayerTics = mPlayerState != NULL ? mPlayerState.Tics : -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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private void UpdateRandomClass()
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{
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if (--mRandomTimer < 0)
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{
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if (++mRandomClass >= PlayerClasses.Size ()) mRandomClass = 0;
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UpdatePlayer(mRandomClass);
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mPlayerTics = mPlayerState != NULL ? mPlayerState.Tics : -1;
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mRandomTimer = 6;
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// Since the newly displayed class may use a different translation
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// range than the old one, we need to update the translation, too.
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Translation.SetPlayerTranslation(TRANSLATION_Players, MAXPLAYERS, consoleplayer, mPlayerClass);
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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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//=============================================================================
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void SetPlayerClass(int classnum, bool force = false)
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{
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if (classnum < 0 || classnum >= PlayerClasses.Size ())
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{
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if (mClassNum != -1)
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{
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mClassNum = -1;
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mRandomTimer = 0;
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UpdateRandomClass();
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}
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}
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else if (mPlayerClass != PlayerClasses[classnum] || force)
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{
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UpdatePlayer(classnum);
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mClassNum = classnum;
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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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//=============================================================================
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bool UpdatePlayerClass()
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{
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if (mOwner && mOwner.mSelectedItem >= 0)
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{
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int classnum;
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Name seltype;
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[seltype, classnum] = mOwner.mItems[mOwner.mSelectedItem].GetAction();
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if (seltype != 'Episodemenu') return false;
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if (PlayerClasses.Size() == 0) return false;
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SetPlayerClass(classnum);
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return true;
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}
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return false;
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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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override bool SetValue(int i, int value)
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{
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switch (i)
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{
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case PDF_MODE:
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mMode = value;
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return true;
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case PDF_ROTATION:
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mRotation = value;
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return true;
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case PDF_TRANSLATE:
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mTranslate = value;
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case PDF_CLASS:
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SetPlayerClass(value, true);
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break;
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case PDF_SKIN:
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mSkin = value;
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break;
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}
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return false;
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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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override void Ticker()
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{
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if (mClassNum < 0) UpdateRandomClass();
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if (mPlayerState != NULL && mPlayerState.Tics != -1 && mPlayerState.NextState != NULL)
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{
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if (--mPlayerTics <= 0)
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{
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mPlayerState = mPlayerState.NextState;
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mPlayerTics = mPlayerState.Tics;
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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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//
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//=============================================================================
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override void Draw(bool selected, ListMenuDescriptor desc)
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{
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if (mMode == 0 && !UpdatePlayerClass())
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{
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return;
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}
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let playdef = GetDefaultByType((class<PlayerPawn>)(mPlayerClass.Type));
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Name portrait = playdef.Portrait;
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if (portrait != 'None' && !mNoportrait)
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{
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TextureID texid = TexMan.CheckForTexture(portrait, TexMan.Type_MiscPatch);
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DrawTexture (desc, texid, mXpos, mYpos);
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}
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else
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{
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// Here we need to calculate the coordinates manually because Screen.DrawFrame only works in window coordinates and have to match the rest to it.
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int x, y;
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int w = desc.DisplayWidth();
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int h = desc.DisplayHeight();
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double sx, sy;
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if (w == ListMenuDescriptor.CleanScale)
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{
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x = int(mXpos - 160) * CleanXfac + (screen.GetWidth() >> 1);
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y = int(mYpos - 100) * CleanYfac + (screen.GetHeight() >> 1);
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sx = CleanXfac;
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sy = CleanYfac;
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}
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else
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{
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double fx, fy, fw, fh;
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[fx, fy, fw, fh] = Screen.GetFullscreenRect(w, h, FSMode_ScaleToFit43);
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sx = fw / w;
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sy = fh / h;
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x = int(fx + mXpos * sx);
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y = int(fy + mYpos * sy);
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}
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int r = mBaseColor.r + mAddColor.r;
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int g = mBaseColor.g + mAddColor.g;
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int b = mBaseColor.b + mAddColor.b;
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int m = max(r, g, b);
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r = r * 255 / m;
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g = g * 255 / m;
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b = b * 255 / m;
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Color c = Color(255, r, g, b);
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screen.DrawTexture(mBackdrop, false, x, y - 1,
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DTA_DestWidthF, 72. * sx,
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DTA_DestHeightF, 80. * sy,
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DTA_Color, c,
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DTA_Masked, true);
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Screen.DrawFrame (x, y, 72*sx, 80*sy-1);
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if (mPlayerState != NULL)
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{
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Vector2 Scale;
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TextureID sprite;
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bool flip;
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[sprite, flip, Scale] = mPlayerState.GetSpriteTexture(mRotation, mSkin, playdef.Scale);
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if (sprite.IsValid())
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{
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int trans = mTranslate? Translation.MakeID(TRANSLATION_Players, MAXPLAYERS) : 0;
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let tscale = TexMan.GetScaledSize(sprite);
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Scale.X *= sx * tscale.X;
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Scale.Y *= sy * tscale.Y;
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screen.DrawTexture (sprite, false,
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x + 36*sx, y + 71*sy,
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DTA_DestWidthF, Scale.X, DTA_DestHeightF, Scale.Y,
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DTA_TranslationIndex, trans,
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DTA_FlipX, flip);
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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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//
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//
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//
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//=============================================================================
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class PlayerMenuPlayerDisplay : ListMenuItemPlayerDisplay
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{
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void Init(Color c1, Color c2)
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{
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Super.Init(null, 0, 0, c1, c2, true, 'none');
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}
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override void Drawer(bool selected)
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{
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int x = screen.GetWidth()/2 + NewPlayerMenu.PLAYERDISPLAY_X * CleanXfac_1;
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int y = NewPlayerMenu.PLAYERDISPLAY_Y * CleanYfac_1;
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int r = mBaseColor.r + mAddColor.r;
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int g = mBaseColor.g + mAddColor.g;
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int b = mBaseColor.b + mAddColor.b;
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int m = max(r, g, b);
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r = r * 255 / m;
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g = g * 255 / m;
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b = b * 255 / m;
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Color c = Color(255, r, g, b);
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screen.DrawTexture(mBackdrop, false, x, y - 1,
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DTA_DestWidth, NewPlayerMenu.PLAYERDISPLAY_W * CleanXfac_1,
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DTA_DestHeight, NewPlayerMenu.PLAYERDISPLAY_H * CleanYfac_1,
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DTA_Color, c,
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DTA_KeepRatio, mNoPortrait,
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DTA_Masked, true);
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Screen.DrawFrame (x, y, NewPlayerMenu.PLAYERDISPLAY_W*CleanXfac_1, NewPlayerMenu.PLAYERDISPLAY_H*CleanYfac_1-1);
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if (mPlayerState != NULL)
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{
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Vector2 Scale;
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TextureID sprite;
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bool flip;
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let playdef = GetDefaultByType((class<PlayerPawn>)(mPlayerClass.Type));
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[sprite, flip, Scale] = mPlayerState.GetSpriteTexture(mRotation, mSkin, playdef.Scale);
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if (sprite.IsValid())
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{
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int trans = mTranslate? Translation.MakeID(TRANSLATION_Players, MAXPLAYERS) : 0;
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let tscale = TexMan.GetScaledSize(sprite);
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Scale.X *= CleanXfac_1 * tscale.X * 2;
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Scale.Y *= CleanYfac_1 * tscale.Y * 2;
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screen.DrawTexture (sprite, false,
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x + (NewPlayerMenu.PLAYERDISPLAY_W/2) * CleanXfac_1, y + (NewPlayerMenu.PLAYERDISPLAY_H-16) * CleanYfac_1,
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DTA_DestWidthF, Scale.X, DTA_DestHeightF, Scale.Y,
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DTA_TranslationIndex, trans,
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DTA_KeepRatio, mNoPortrait,
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DTA_FlipX, flip);
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}
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}
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}
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} |