gzdoom/src/g_statusbar/sbar.h
2020-10-31 12:24:14 +01:00

474 lines
12 KiB
C++

/*
** sbar.h
** Base status bar definition
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** 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.
**---------------------------------------------------------------------------
**
*/
#ifndef __SBAR_H__
#define __SBAR_H__
#include "base_sbar.h"
#include "v_collection.h"
#include "v_text.h"
#include "renderstyle.h"
#include "v_2ddrawer.h"
#include "v_draw.h"
#include "c_cvars.h"
EXTERN_CVAR(Int, con_scaletext);
inline int active_con_scaletext(F2DDrawer* drawer, bool newconfont = false)
{
return newconfont ? GetConScale(drawer, con_scaletext) : GetUIScale(drawer, con_scaletext);
}
class player_t;
struct FRemapTable;
class FGameTexture;
enum EHudState
{
HUD_StatusBar,
HUD_Fullscreen,
HUD_None,
HUD_AltHud // Used for passing through popups to the alt hud
};
enum EMonospacing : int;
// HUD Message base object --------------------------------------------------
// This is a mo-op base class to allow derived ZScript message types that can be managed by the status bar.
class DHUDMessageBase : public DObject
{
DECLARE_CLASS(DHUDMessageBase, DObject)
HAS_OBJECT_POINTERS
public:
virtual void Serialize(FSerializer &arc);
virtual bool Tick() { return true; } // Returns true to indicate time for removal
virtual void ScreenSizeChanged() {}
virtual void Draw(int bottom, int visibility) {}
bool CallTick(); // Returns true to indicate time for removal
void CallScreenSizeChanged();
void CallDraw(int bottom, int visibility);
private:
TObjPtr<DHUDMessageBase*> Next = nullptr;
uint32_t SBarID = 0;
friend class DBaseStatusBar;
};
// HUD Message --------------------------------------------------
class DHUDMessage : public DHUDMessageBase
{
DECLARE_CLASS (DHUDMessage, DHUDMessageBase)
public:
DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float holdTime);
virtual void OnDestroy () override;
virtual void Serialize(FSerializer &arc);
virtual void Draw (int bottom, int visibility) override;
virtual void ResetText (const char *text);
virtual void DrawSetup ();
virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
virtual bool Tick () override;
virtual void ScreenSizeChanged () override;
void SetVisibility(int vis)
{
VisibilityFlags = vis;
}
void SetRenderStyle(ERenderStyle style)
{
Style = style;
}
void SetAlpha(float alpha)
{
Alpha = alpha;
}
void SetNoWrap(bool nowrap)
{
NoWrap = nowrap;
ResetText(SourceText);
}
void SetClipRect(int x, int y, int width, int height, bool aspect)
{
ClipX = x;
ClipY = y;
ClipWidth = width;
ClipHeight = height;
HandleAspect = aspect;
}
void SetWrapWidth(int wrap)
{
WrapWidth = wrap;
ResetText(SourceText);
}
protected:
TArray<FBrokenLines> Lines;
int Width, Height, NumLines;
float Left, Top;
bool CenterX, NoWrap;
int HoldTics;
int Tics;
int State;
int VisibilityFlags;
int HUDWidth, HUDHeight;
int ClipX, ClipY, ClipWidth, ClipHeight, WrapWidth; // in HUD coords
int ClipLeft, ClipTop, ClipRight, ClipBot; // in screen coords
bool HandleAspect;
EColorRange TextColor;
FFont *Font;
FRenderStyle Style;
double Alpha;
void CalcClipCoords(int hudheight);
DHUDMessage () : SourceText(NULL) {}
private:
char *SourceText;
};
// HUD message visibility flags
enum
{
HUDMSG_NotWith3DView = 1,
HUDMSG_NotWithFullMap = 2,
HUDMSG_NotWithOverlayMap = 4,
};
// HUD Message; appear instantly, then fade out type ------------------------
class DHUDMessageFadeOut : public DHUDMessage
{
DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage)
public:
DHUDMessageFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float holdTime, float fadeOutTime);
virtual void Serialize(FSerializer &arc);
virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
virtual bool Tick ();
protected:
int FadeOutTics;
DHUDMessageFadeOut() {}
};
// HUD Message; fade in, then fade out type ---------------------------------
class DHUDMessageFadeInOut : public DHUDMessageFadeOut
{
DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut)
public:
DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime);
virtual void Serialize(FSerializer &arc);
virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
virtual bool Tick ();
protected:
int FadeInTics;
DHUDMessageFadeInOut() {}
};
// HUD Message; type on, then fade out type ---------------------------------
class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut
{
DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut)
public:
DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float typeTime, float holdTime, float fadeOutTimee);
virtual void Serialize(FSerializer &arc);
virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
virtual bool Tick ();
virtual void ScreenSizeChanged ();
protected:
float TypeOnTime;
int CurrLine;
int LineVisible;
int LineLen;
DHUDMessageTypeOnFadeOut() {}
};
// Mug shots ----------------------------------------------------------------
struct FMugShotFrame
{
TArray<FString> Graphic;
int Delay;
FMugShotFrame();
~FMugShotFrame();
FGameTexture *GetTexture(const char *default_face, const char *skin_face, int random, int level=0,
int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false,
bool directional=false);
};
struct FMugShotState
{
uint8_t bUsesLevels:1;
uint8_t bHealth2:1; // Health level is the 2nd character from the end.
uint8_t bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type.
uint8_t bDirectional:1; // Faces direction of damage.
uint8_t bFinished:1;
unsigned int Position;
int Time;
int Random;
FName State = NAME_None;
TArray<FMugShotFrame> Frames;
FMugShotState(FName name);
void Tick();
void Reset();
FMugShotFrame &GetCurrentFrame() { return Frames[Position]; }
FGameTexture *GetCurrentFrameTexture(const char *default_face, const char *skin_face, int level=0, int direction=0)
{
return GetCurrentFrame().GetTexture(default_face, skin_face, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional);
}
private:
FMugShotState();
};
class player_t;
class FMugShot
{
public:
enum StateFlags
{
STANDARD = 0x0,
XDEATHFACE = 0x1,
ANIMATEDGODMODE = 0x2,
DISABLEGRIN = 0x4,
DISABLEOUCH = 0x8,
DISABLEPAIN = 0x10,
DISABLERAMPAGE = 0x20,
CUSTOM = 0x40,
};
FMugShot();
void Grin(bool grin=true) { bEvilGrin = grin; }
void Reset();
void Tick(player_t *player);
bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false);
int UpdateState(player_t *player, StateFlags stateflags=STANDARD);
FGameTexture *GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags=STANDARD);
private:
FMugShotState *CurrentState;
int RampageTimer;
int LastDamageAngle;
int FaceHealthNow;
int FaceHealthLast;
bool bEvilGrin;
bool bDamageFaceActive;
bool bNormal;
bool bOuchActive;
};
extern TArray<FMugShotState> MugShotStates;
FMugShotState *FindMugShotState(FName state);
int FindMugShotStateIndex(FName state);
// Base Status Bar ----------------------------------------------------------
class FGameTexture;
enum
{
HUDMSGLayer_OverHUD,
HUDMSGLayer_UnderHUD,
HUDMSGLayer_OverMap,
NUM_HUDMSGLAYERS,
HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
};
class DBaseStatusBar : public DStatusBarCore
{
friend class DSBarInfo;
DECLARE_CLASS (DBaseStatusBar, DStatusBarCore)
HAS_OBJECT_POINTERS
public:
// Popup screens for Strife's status bar
enum
{
POP_NoChange = -1,
POP_None,
POP_Log,
POP_Keys,
POP_Status
};
// Status face stuff
enum
{
ST_NUMPAINFACES = 5,
ST_NUMSTRAIGHTFACES = 3,
ST_NUMTURNFACES = 2,
ST_NUMSPECIALFACES = 3,
ST_NUMEXTRAFACES = 2,
ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
ST_DEADFACE = ST_GODFACE + 1
};
DBaseStatusBar ();
void OnDestroy() override;
void AttachMessage (DHUDMessageBase *msg, uint32_t id=0, int layer=HUDMSGLayer_Default);
DHUDMessageBase *DetachMessage (DHUDMessageBase *msg);
DHUDMessageBase *DetachMessage (uint32_t id);
void DetachAllMessages ();
void ShowPlayerName ();
double GetDisplacement() { return Displacement; }
int GetPlayer ();
static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
// do not make this a DObject Serialize function because it's not used like one!
void SerializeMessages(FSerializer &arc);
void SetScale();
virtual void Tick ();
void CallTick();
virtual void Draw (EHudState state, double ticFrac);
void CallDraw(EHudState state, double ticFrac);
void DrawBottomStuff (EHudState state);
void DrawTopStuff (EHudState state);
void AttachToPlayer(player_t *player);
DVector2 GetHUDScale() const override;
virtual void FlashCrosshair ();
void NewGame ();
virtual void ScreenSizeChanged ();
void CallScreenSizeChanged();
void ShowPop (int popnum);
virtual bool MustDrawLog(EHudState state);
virtual void SetMugShotState (const char *state_name, bool wait_till_done=false, bool reset=false);
void DrawLog();
uint32_t GetTranslation() const override;
void CreateAltHUD();
void DrawAltHUD();
bool ForceHUDScale(bool on) { std::swap(ForcedScale, on); return on; } // This is for SBARINFO which should not use BeginStatusBar or BeginHUD.
int GetTopOfStatusbar() const
{
return SBarTop;
}
void DoDrawAutomapHUD(int crdefault, int highlight);
//protected:
void DrawPowerups ();
void RefreshBackground () const;
void RefreshViewBorder ();
private:
DObject *AltHud = nullptr;
public:
AActor *ValidateInvFirst (int numVisible) const;
void DrawCrosshair ();
// Sizing info for ths status bar.
bool Scaled; // This needs to go away.
bool Centering;
bool FixedOrigin;
double CrosshairSize;
double Displacement;
bool ShowLog;
int artiflashTick = 0;
double itemflashFade = 0.75;
player_t *CPlayer;
FMugShot mugshot;
private:
bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const;
void DrawMessages (int layer, int bottom);
void DrawConsistancy () const;
void DrawWaiting () const;
TObjPtr<DHUDMessageBase*> Messages[NUM_HUDMSGLAYERS];
};
extern DBaseStatusBar *StatusBar;
// Status bar factories -----------------------------------------------------
DBaseStatusBar *CreateCustomStatusBar(int script=0);
// Crosshair stuff ----------------------------------------------------------
void ST_LoadCrosshair(bool alwaysload=false);
void ST_Clear();
void ST_CreateStatusBar(bool bTitleLevel);
int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale = nullptr);
class FFont;
void C_MidPrint(FFont* font, const char* message, bool bold = false);
#endif /* __SBAR_H__ */