gzdoom/src/g_statusbar/shared_hud.cpp
Hugo Locurcio 97cfd32677 Add a cvar to swap health and armor position on alternative HUD
When enabled, this makes the layout identical to the standard HUD
(similar to how most other games lay out health and armor on a HUD).
2024-02-04 20:13:18 -03:00

196 lines
7.2 KiB
C++

/*
** Enhanced heads up 'overlay' for fullscreen
**
**---------------------------------------------------------------------------
** Copyright 2003-2008 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 "doomtype.h"
#include "doomdef.h"
#include "v_video.h"
#include "gi.h"
#include "filesystem.h"
#include "a_keys.h"
#include "sbar.h"
#include "sc_man.h"
#include "p_local.h"
#include "doomstat.h"
#include "g_level.h"
#include "d_net.h"
#include "d_player.h"
#include "r_utility.h"
#include "cmdlib.h"
#include "g_levellocals.h"
#include "vm.h"
#include "v_draw.h"
#include <time.h>
CVAR(Int,hud_althudscale, 0, CVAR_ARCHIVE) // Scale the hud to 640x400?
CVAR(Bool,hud_althud, false, CVAR_ARCHIVE) // Enable/Disable the alternate HUD
// These are intentionally not the same as in the automap!
CVAR (Bool, hud_showsecrets, true,CVAR_ARCHIVE); // Show secrets on HUD
CVAR (Bool, hud_showmonsters, true,CVAR_ARCHIVE); // Show monster stats on HUD
CVAR (Bool, hud_showitems, false,CVAR_ARCHIVE); // Show item stats on HUD
CVAR (Bool, hud_showstats, false, CVAR_ARCHIVE); // for stamina and accuracy.
CVAR (Bool, hud_showscore, false, CVAR_ARCHIVE); // for user maintained score
CVAR (Bool, hud_showweapons, true, CVAR_ARCHIVE); // Show weapons collected
CVAR (Bool, am_showepisode, false, CVAR_ARCHIVE); // Show current episode name
CVAR (Bool, am_showcluster, false, CVAR_ARCHIVE); // Show current cluster name
CVAR (Int , hud_showammo, 2, CVAR_ARCHIVE); // Show ammo collected
CVAR (Int , hud_showtime, 0, CVAR_ARCHIVE); // Show time on HUD
CVAR (Int , hud_showtimestat, 0, CVAR_ARCHIVE); // Show time on HUD as statistics widget
CVAR (Int , hud_timecolor, CR_GOLD,CVAR_ARCHIVE); // Color of in-game time on HUD
CVAR (Int , hud_showlag, 0, CVAR_ARCHIVE); // Show input latency (maketic - gametic difference)
CVAR (Int, hud_ammo_order, 0, CVAR_ARCHIVE); // ammo image and text order
CVAR (Int, hud_ammo_red, 25, CVAR_ARCHIVE) // ammo percent less than which status is red
CVAR (Int, hud_ammo_yellow, 50, CVAR_ARCHIVE) // ammo percent less is yellow more green
CVAR (Bool, hud_swaphealtharmor, false, CVAR_ARCHIVE); // swap health and armor position on HUD
CVAR (Int, hud_health_red, 25, CVAR_ARCHIVE) // health amount less than which status is red
CVAR (Int, hud_health_yellow, 50, CVAR_ARCHIVE) // health amount less than which status is yellow
CVAR (Int, hud_health_green, 100, CVAR_ARCHIVE) // health amount above is blue, below is green
CVAR (Int, hud_armor_red, 25, CVAR_ARCHIVE) // armor amount less than which status is red
CVAR (Int, hud_armor_yellow, 50, CVAR_ARCHIVE) // armor amount less than which status is yellow
CVAR (Int, hud_armor_green, 100, CVAR_ARCHIVE) // armor amount above is blue, below is green
CVAR (Bool, hud_berserk_health, true, CVAR_ARCHIVE); // when found berserk pack instead of health box
CVAR (Bool, hud_showangles, false, CVAR_ARCHIVE) // show player's pitch, yaw, roll
CVAR (Int, hudcolor_titl, CR_YELLOW, CVAR_ARCHIVE) // color of automap title
CVAR (Int, hudcolor_time, CR_RED, CVAR_ARCHIVE) // color of level/hub time
CVAR (Int, hudcolor_ltim, CR_ORANGE, CVAR_ARCHIVE) // color of single level time
CVAR (Int, hudcolor_ttim, CR_GOLD, CVAR_ARCHIVE) // color of total time
CVAR (Int, hudcolor_xyco, CR_GREEN, CVAR_ARCHIVE) // color of coordinates
CVAR (Int, hudcolor_statnames, CR_RED, CVAR_ARCHIVE) // For the letters before the stats
CVAR (Int, hudcolor_stats, CR_GREEN, CVAR_ARCHIVE) // For the stats values themselves
CVAR(Bool, map_point_coordinates, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // show player or map coordinates?
//---------------------------------------------------------------------------
//
// Create Alternative HUD
//
//---------------------------------------------------------------------------
CUSTOM_CVAR(Bool, hud_althud_forceinternal, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
if (StatusBar)
StatusBar->CreateAltHUD();
}
static DObject* DoCreateAltHUD(const FName classname)
{
if (classname == NAME_None)
return nullptr;
const auto cls = PClass::FindClass(classname);
if (!cls)
{
Printf(TEXTCOLOR_RED "Unknown alternative HUD class \"%s\"\n", classname.GetChars());
return nullptr;
}
if (!cls->IsDescendantOf(NAME_AltHud))
{
Printf(TEXTCOLOR_RED "Alternative HUD class \"%s\" is not derived from AltHud\n", classname.GetChars());
return nullptr;
}
const auto althud = cls->CreateNew();
IFVIRTUALPTRNAME(althud, NAME_AltHud, Init)
{
VMValue params[] = { althud };
VMCall(func, params, countof(params), nullptr, 0);
}
return althud;
}
void DBaseStatusBar::CreateAltHUD()
{
if (AltHud)
{
AltHud->Destroy();
AltHud = nullptr;
}
if (!hud_althud_forceinternal)
AltHud = DoCreateAltHUD(gameinfo.althudclass);
if (!AltHud)
AltHud = DoCreateAltHUD(NAME_AltHud);
assert(AltHud);
}
//---------------------------------------------------------------------------
//
// draw the HUD
//
//---------------------------------------------------------------------------
EXTERN_CVAR(Bool, hud_aspectscale)
EXTERN_CVAR(Bool, hud_oldscale)
EXTERN_CVAR(Float, hud_scalefactor)
void DBaseStatusBar::DrawAltHUD()
{
player_t * CPlayer = StatusBar->CPlayer;
players[consoleplayer].inventorytics = 0;
int hudwidth;
int hudheight;
if (hud_oldscale)
{
int scale = GetUIScale(twod, hud_althudscale);
hudwidth = twod->GetWidth() / scale;
hudheight = twod->GetHeight() / scale;
}
else
{
hudwidth = int(640 / hud_scalefactor);
hudheight = hudwidth * twod->GetHeight() / twod->GetWidth();
}
if (hud_aspectscale) hudheight = hudheight * 5 / 6;
IFVIRTUALPTRNAME(AltHud, "AltHud", Draw)
{
VMValue params[] = { AltHud, CPlayer, hudwidth, hudheight };
VMCall(func, params, countof(params), nullptr, 0);
}
}