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1294f3df64
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame. However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture. Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
292 lines
No EOL
7.9 KiB
Text
292 lines
No EOL
7.9 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.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 Drawer(bool selected)
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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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screen.DrawTexture (texid, true, mXpos, mYpos, DTA_Clean, true);
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}
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else
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{
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int x = int(mXpos - 160) * CleanXfac + (screen.GetWidth() >> 1);
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int y = int(mYpos - 100) * CleanYfac + (screen.GetHeight() >> 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, 72 * CleanXfac,
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DTA_DestHeight, 80 * CleanYfac,
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DTA_Color, c,
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DTA_Masked, true);
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Screen.DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-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 *= CleanXfac * tscale.X;
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Scale.Y *= CleanYfac * tscale.Y;
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screen.DrawTexture (sprite, false,
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x + 36*CleanXfac, y + 71*CleanYfac,
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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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} |