mirror of
https://github.com/ZDoom/gzdoom.git
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1402 lines
34 KiB
C++
1402 lines
34 KiB
C++
/*
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** v_draw.cpp
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** Draw patches and blocks to a canvas
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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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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// #define NO_SWRENDER // set this if you want to exclude the software renderer. Without the software renderer software canvas drawing does nothing.
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#include <stdio.h>
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#include <stdarg.h>
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#include "doomtype.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "r_defs.h"
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#include "r_utility.h"
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#include "r_renderer.h"
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#ifndef NO_SWRENDER
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#include "swrenderer/r_swcanvas.h"
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#endif
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#include "r_data/r_translate.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "gi.h"
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#include "g_level.h"
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#include "st_stuff.h"
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#include "sbar.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "templates.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "r_data/colormaps.h"
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#include "g_levellocals.h"
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#include "textures.h"
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#include "vm.h"
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CUSTOM_CVAR(Int, uiscale, 0, CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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if (self < 0)
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{
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self = 0;
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return;
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}
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if (StatusBar != NULL)
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{
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StatusBar->CallScreenSizeChanged();
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}
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setsizeneeded = true;
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}
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int GetUIScale(int altval)
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{
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int scaleval;
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if (altval > 0) scaleval = altval;
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else if (uiscale == 0)
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{
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// Default should try to scale to 640x400
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int vscale = screen->GetHeight() / 400;
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int hscale = screen->GetWidth() / 640;
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scaleval = clamp(vscale, 1, hscale);
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}
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else scaleval = uiscale;
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// block scales that result in something larger than the current screen.
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int vmax = screen->GetHeight() / 200;
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int hmax = screen->GetWidth() / 320;
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int max = MAX(vmax, hmax);
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return MAX(1,MIN(scaleval, max));
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}
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// [RH] Stretch values to make a 320x200 image best fit the screen
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// without using fractional steppings
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int CleanXfac, CleanYfac;
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// [RH] Effective screen sizes that the above scale values give you
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int CleanWidth, CleanHeight;
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// Above minus 1 (or 1, if they are already 1)
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int CleanXfac_1, CleanYfac_1, CleanWidth_1, CleanHeight_1;
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DEFINE_ACTION_FUNCTION(_Screen, GetWidth)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_INT(screen->GetWidth());
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}
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DEFINE_ACTION_FUNCTION(_Screen, GetHeight)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_INT(screen->GetHeight());
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}
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DEFINE_ACTION_FUNCTION(_Screen, PaletteColor)
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{
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PARAM_PROLOGUE;
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PARAM_INT(index);
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if (index < 0 || index > 255) index = 0;
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else index = GPalette.BaseColors[index];
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ACTION_RETURN_INT(index);
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}
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void DCanvas::DrawTexture (FTexture *img, double x, double y, int tags_first, ...)
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{
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Va_List tags;
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va_start(tags.list, tags_first);
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DrawParms parms;
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bool res = ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, false);
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va_end(tags.list);
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if (!res)
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{
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return;
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}
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DrawTextureParms(img, parms);
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}
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int ListGetInt(VMVa_List &tags);
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void DCanvas::DrawTexture(FTexture *img, double x, double y, VMVa_List &args)
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{
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DrawParms parms;
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uint32_t tag = ListGetInt(args);
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bool res = ParseDrawTextureTags(img, x, y, tag, args, &parms, false);
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if (!res) return;
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DrawTextureParms(img, parms);
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}
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DEFINE_ACTION_FUNCTION(_Screen, DrawTexture)
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{
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PARAM_PROLOGUE;
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PARAM_INT(texid);
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PARAM_BOOL(animate);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
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FTexture *tex = animate ? TexMan(FSetTextureID(texid)) : TexMan[FSetTextureID(texid)];
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VMVa_List args = { param + 4, 0, numparam - 4 };
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screen->DrawTexture(tex, x, y, args);
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return 0;
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}
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void DCanvas::DrawTextureParms(FTexture *img, DrawParms &parms)
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{
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#ifndef NO_SWRENDER
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SWCanvas::DrawTexture(this, img, parms);
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#endif
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if (ticdup != 0 && menuactive == MENU_Off)
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{
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NetUpdate();
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}
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}
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void DCanvas::SetClipRect(int x, int y, int w, int h)
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{
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clipleft = clamp(x, 0, GetWidth());
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clipwidth = clamp(w, -1, GetWidth() - x);
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cliptop = clamp(y, 0, GetHeight());
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clipheight = clamp(h, -1, GetHeight() - y);
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}
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DEFINE_ACTION_FUNCTION(_Screen, SetClipRect)
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{
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PARAM_PROLOGUE;
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PARAM_INT(x);
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PARAM_INT(y);
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PARAM_INT(w);
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PARAM_INT(h);
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screen->SetClipRect(x, y, w, h);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Screen, ClearClipRect)
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{
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PARAM_PROLOGUE;
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screen->ClearClipRect();
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return 0;
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}
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void DCanvas::GetClipRect(int *x, int *y, int *w, int *h)
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{
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if (x) *x = clipleft;
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if (y) *y = cliptop;
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if (w) *w = clipwidth;
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if (h) *h = clipheight;
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}
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DEFINE_ACTION_FUNCTION(_Screen, GetClipRect)
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{
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PARAM_PROLOGUE;
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int x, y, w, h;
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screen->GetClipRect(&x, &y, &w, &h);
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if (numret > 0) ret[0].SetInt(x);
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if (numret > 1) ret[1].SetInt(y);
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if (numret > 2) ret[2].SetInt(w);
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if (numret > 3) ret[3].SetInt(h);
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return MIN(numret, 4);
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}
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bool DCanvas::SetTextureParms(DrawParms *parms, FTexture *img, double xx, double yy) const
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{
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if (img != NULL)
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{
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parms->x = xx;
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parms->y = yy;
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parms->texwidth = img->GetScaledWidthDouble();
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parms->texheight = img->GetScaledHeightDouble();
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if (parms->top == INT_MAX || parms->fortext)
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{
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parms->top = img->GetScaledTopOffset();
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}
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if (parms->left == INT_MAX || parms->fortext)
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{
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parms->left = img->GetScaledLeftOffset();
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}
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if (parms->destwidth == INT_MAX || parms->fortext)
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{
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parms->destwidth = img->GetScaledWidthDouble();
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}
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if (parms->destheight == INT_MAX || parms->fortext)
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{
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parms->destheight = img->GetScaledHeightDouble();
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}
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switch (parms->cleanmode)
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{
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default:
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break;
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case DTA_Clean:
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parms->x = (parms->x - 160.0) * CleanXfac + (Width * 0.5);
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parms->y = (parms->y - 100.0) * CleanYfac + (Height * 0.5);
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parms->destwidth = parms->texwidth * CleanXfac;
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parms->destheight = parms->texheight * CleanYfac;
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break;
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case DTA_CleanNoMove:
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parms->destwidth = parms->texwidth * CleanXfac;
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parms->destheight = parms->texheight * CleanYfac;
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break;
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case DTA_CleanNoMove_1:
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parms->destwidth = parms->texwidth * CleanXfac_1;
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parms->destheight = parms->texheight * CleanYfac_1;
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break;
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case DTA_Fullscreen:
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parms->x = parms->y = 0;
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break;
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case DTA_HUDRules:
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case DTA_HUDRulesC:
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{
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// Note that this has been deprecated because the HUD should be drawn by the status bar.
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bool xright = parms->x < 0;
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bool ybot = parms->y < 0;
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DVector2 scale = StatusBar->GetHUDScale();
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parms->x *= scale.X;
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if (parms->cleanmode == DTA_HUDRulesC)
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parms->x += Width * 0.5;
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else if (xright)
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parms->x = Width + parms->x;
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parms->y *= scale.Y;
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if (ybot)
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parms->y = Height + parms->y;
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parms->destwidth = parms->texwidth * scale.X;
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parms->destheight = parms->texheight * scale.Y;
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break;
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}
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}
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if (parms->virtWidth != Width || parms->virtHeight != Height)
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{
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VirtualToRealCoords(parms->x, parms->y, parms->destwidth, parms->destheight,
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parms->virtWidth, parms->virtHeight, parms->virtBottom, !parms->keepratio);
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}
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}
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return false;
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}
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static void ListEnd(Va_List &tags)
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{
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va_end(tags.list);
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}
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static int ListGetInt(Va_List &tags)
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{
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return va_arg(tags.list, int);
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}
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static inline double ListGetDouble(Va_List &tags)
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{
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return va_arg(tags.list, double);
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}
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// These two options are only being used by the D3D version of the HUD weapon drawer, they serve no purpose anywhere else.
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static inline FSpecialColormap * ListGetSpecialColormap(Va_List &tags)
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{
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return va_arg(tags.list, FSpecialColormap *);
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}
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static inline FColormapStyle * ListGetColormapStyle(Va_List &tags)
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{
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return va_arg(tags.list, FColormapStyle *);
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}
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static void ListEnd(VMVa_List &tags)
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{
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}
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int ListGetInt(VMVa_List &tags)
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{
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if (tags.curindex < tags.numargs)
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{
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if (tags.args[tags.curindex].Type == REGT_INT)
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{
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return tags.args[tags.curindex++].i;
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}
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ThrowAbortException(X_OTHER, "Invalid parameter in draw function, int expected");
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}
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return TAG_DONE;
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}
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static inline double ListGetDouble(VMVa_List &tags)
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{
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if (tags.curindex < tags.numargs && tags.args[tags.curindex].Type == REGT_FLOAT)
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{
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return tags.args[tags.curindex++].f;
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}
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ThrowAbortException(X_OTHER, "Invalid parameter in draw function, float expected");
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return 0;
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}
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static inline FSpecialColormap * ListGetSpecialColormap(VMVa_List &tags)
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{
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ThrowAbortException(X_OTHER, "Invalid tag in draw function");
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return nullptr;
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}
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static inline FColormapStyle * ListGetColormapStyle(VMVa_List &tags)
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{
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ThrowAbortException(X_OTHER, "Invalid tag in draw function");
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return nullptr;
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}
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template<class T>
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bool DCanvas::ParseDrawTextureTags(FTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext) const
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{
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INTBOOL boolval;
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int intval;
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bool translationset = false;
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bool fillcolorset = false;
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if (!fortext)
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{
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if (img == NULL || img->UseType == FTexture::TEX_Null)
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{
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ListEnd(tags);
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return false;
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}
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}
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// Do some sanity checks on the coordinates.
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if (x < -16383 || x > 16383 || y < -16383 || y > 16383)
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{
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ListEnd(tags);
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return false;
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}
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parms->fortext = fortext;
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parms->windowleft = 0;
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parms->windowright = INT_MAX;
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parms->dclip = this->GetHeight();
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parms->uclip = 0;
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parms->lclip = 0;
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parms->rclip = this->GetWidth();
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parms->left = INT_MAX;
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parms->top = INT_MAX;
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parms->destwidth = INT_MAX;
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parms->destheight = INT_MAX;
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parms->Alpha = 1.f;
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parms->fillcolor = -1;
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parms->remap = NULL;
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parms->colorOverlay = 0;
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parms->alphaChannel = false;
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parms->flipX = false;
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parms->color = 0xffffffff;
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//parms->shadowAlpha = 0;
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parms->shadowColor = 0;
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parms->virtWidth = this->GetWidth();
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parms->virtHeight = this->GetHeight();
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parms->keepratio = false;
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parms->style.BlendOp = 255; // Dummy "not set" value
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parms->masked = true;
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parms->bilinear = false;
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parms->specialcolormap = NULL;
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parms->colormapstyle = NULL;
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parms->cleanmode = DTA_Base;
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parms->scalex = parms->scaley = 1;
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parms->cellx = parms->celly = 0;
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parms->maxstrlen = INT_MAX;
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parms->virtBottom = false;
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// Parse the tag list for attributes. (For floating point attributes,
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// consider that the C ABI dictates that all floats be promoted to
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// doubles when passed as function arguments.)
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while (tag != TAG_DONE)
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{
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switch (tag)
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{
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default:
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ListGetInt(tags);
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break;
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case DTA_DestWidth:
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assert(fortext == false);
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if (fortext) return false;
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parms->cleanmode = DTA_Base;
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parms->destwidth = ListGetInt(tags);
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break;
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case DTA_DestWidthF:
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assert(fortext == false);
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if (fortext) return false;
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parms->cleanmode = DTA_Base;
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parms->destwidth = ListGetDouble(tags);
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break;
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case DTA_DestHeight:
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assert(fortext == false);
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if (fortext) return false;
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parms->cleanmode = DTA_Base;
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parms->destheight = ListGetInt(tags);
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break;
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case DTA_DestHeightF:
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assert(fortext == false);
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if (fortext) return false;
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parms->cleanmode = DTA_Base;
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parms->destheight = ListGetDouble(tags);
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break;
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case DTA_Clean:
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boolval = ListGetInt(tags);
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if (boolval)
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{
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parms->scalex = 1;
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parms->scaley = 1;
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parms->cleanmode = tag;
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}
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break;
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case DTA_CleanNoMove:
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boolval = ListGetInt(tags);
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if (boolval)
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{
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parms->scalex = CleanXfac;
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parms->scaley = CleanYfac;
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parms->cleanmode = tag;
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}
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break;
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case DTA_CleanNoMove_1:
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boolval = ListGetInt(tags);
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if (boolval)
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{
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parms->scalex = CleanXfac_1;
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parms->scaley = CleanYfac_1;
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parms->cleanmode = tag;
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}
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break;
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case DTA_320x200:
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boolval = ListGetInt(tags);
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if (boolval)
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{
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parms->cleanmode = DTA_Base;
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parms->scalex = 1;
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parms->scaley = 1;
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parms->virtWidth = 320;
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parms->virtHeight = 200;
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}
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break;
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case DTA_Bottom320x200:
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boolval = ListGetInt(tags);
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if (boolval)
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{
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parms->cleanmode = DTA_Base;
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parms->scalex = 1;
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parms->scaley = 1;
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parms->virtWidth = 320;
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parms->virtHeight = 200;
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}
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parms->virtBottom = true;
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break;
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case DTA_HUDRules:
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intval = ListGetInt(tags);
|
|
parms->cleanmode = intval == HUD_HorizCenter ? DTA_HUDRulesC : DTA_HUDRules;
|
|
break;
|
|
|
|
case DTA_VirtualWidth:
|
|
parms->cleanmode = DTA_Base;
|
|
parms->virtWidth = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_VirtualWidthF:
|
|
parms->cleanmode = DTA_Base;
|
|
parms->virtWidth = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_VirtualHeight:
|
|
parms->cleanmode = DTA_Base;
|
|
parms->virtHeight = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_VirtualHeightF:
|
|
parms->cleanmode = DTA_Base;
|
|
parms->virtHeight = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_Fullscreen:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
assert(fortext == false);
|
|
if (img == NULL) return false;
|
|
parms->cleanmode = DTA_Fullscreen;
|
|
parms->virtWidth = img->GetScaledWidthDouble();
|
|
parms->virtHeight = img->GetScaledHeightDouble();
|
|
}
|
|
break;
|
|
|
|
case DTA_Alpha:
|
|
parms->Alpha = (float)(MIN<double>(1., ListGetDouble(tags)));
|
|
break;
|
|
|
|
case DTA_AlphaChannel:
|
|
parms->alphaChannel = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_FillColor:
|
|
parms->fillcolor = ListGetInt(tags);
|
|
if (parms->fillcolor != ~0u)
|
|
{
|
|
fillcolorset = true;
|
|
}
|
|
else if (parms->fillcolor != 0)
|
|
{
|
|
// The crosshair is the only thing which uses a non-black fill color.
|
|
parms->fillcolor = PalEntry(ColorMatcher.Pick(parms->fillcolor), RPART(parms->fillcolor), GPART(parms->fillcolor), BPART(parms->fillcolor));
|
|
}
|
|
break;
|
|
|
|
case DTA_TranslationIndex:
|
|
parms->remap = TranslationToTable(ListGetInt(tags));
|
|
break;
|
|
|
|
case DTA_ColorOverlay:
|
|
parms->colorOverlay = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_Color:
|
|
parms->color = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_FlipX:
|
|
parms->flipX = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_TopOffset:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->top = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_TopOffsetF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->top = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_LeftOffset:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->left = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_LeftOffsetF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->left = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_CenterOffset:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
if (ListGetInt(tags))
|
|
{
|
|
parms->left = img->GetScaledWidthDouble() * 0.5;
|
|
parms->top = img->GetScaledHeightDouble() * 0.5;
|
|
}
|
|
break;
|
|
|
|
case DTA_CenterBottomOffset:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
if (ListGetInt(tags))
|
|
{
|
|
parms->left = img->GetScaledWidthDouble() * 0.5;
|
|
parms->top = img->GetScaledHeightDouble();
|
|
}
|
|
break;
|
|
|
|
case DTA_WindowLeft:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->windowleft = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_WindowLeftF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->windowleft = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_WindowRight:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->windowright = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_WindowRightF:
|
|
assert(fortext == false);
|
|
if (fortext) return false;
|
|
parms->windowright = ListGetDouble(tags);
|
|
break;
|
|
|
|
case DTA_ClipTop:
|
|
parms->uclip = ListGetInt(tags);
|
|
if (parms->uclip < 0)
|
|
{
|
|
parms->uclip = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipBottom:
|
|
parms->dclip = ListGetInt(tags);
|
|
if (parms->dclip > this->GetHeight())
|
|
{
|
|
parms->dclip = this->GetHeight();
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipLeft:
|
|
parms->lclip = ListGetInt(tags);
|
|
if (parms->lclip < 0)
|
|
{
|
|
parms->lclip = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_ClipRight:
|
|
parms->rclip = ListGetInt(tags);
|
|
if (parms->rclip > this->GetWidth())
|
|
{
|
|
parms->rclip = this->GetWidth();
|
|
}
|
|
break;
|
|
|
|
case DTA_ShadowAlpha:
|
|
//parms->shadowAlpha = (float)MIN(1., ListGetDouble(tags));
|
|
break;
|
|
|
|
case DTA_ShadowColor:
|
|
parms->shadowColor = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_Shadow:
|
|
boolval = ListGetInt(tags);
|
|
if (boolval)
|
|
{
|
|
//parms->shadowAlpha = 0.5;
|
|
parms->shadowColor = 0;
|
|
}
|
|
else
|
|
{
|
|
//parms->shadowAlpha = 0;
|
|
}
|
|
break;
|
|
|
|
case DTA_Masked:
|
|
parms->masked = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_BilinearFilter:
|
|
parms->bilinear = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_KeepRatio:
|
|
// I think this is a terribly misleading name, since it actually turns
|
|
// *off* aspect ratio correction.
|
|
parms->keepratio = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_RenderStyle:
|
|
parms->style.AsDWORD = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_SpecialColormap:
|
|
parms->specialcolormap = ListGetSpecialColormap(tags);
|
|
break;
|
|
|
|
case DTA_ColormapStyle:
|
|
parms->colormapstyle = ListGetColormapStyle(tags);
|
|
break;
|
|
|
|
case DTA_TextLen:
|
|
parms->maxstrlen = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_CellX:
|
|
parms->cellx = ListGetInt(tags);
|
|
break;
|
|
|
|
case DTA_CellY:
|
|
parms->celly = ListGetInt(tags);
|
|
break;
|
|
|
|
}
|
|
tag = ListGetInt(tags);
|
|
}
|
|
ListEnd(tags);
|
|
|
|
if (parms->remap != nullptr && parms->remap->Inactive)
|
|
{ // If it's inactive, pretend we were passed NULL instead.
|
|
parms->remap = nullptr;
|
|
}
|
|
|
|
// intersect with the canvas's clipping rectangle.
|
|
if (clipwidth >= 0 && clipheight >= 0)
|
|
{
|
|
if (parms->lclip < clipleft) parms->lclip = clipleft;
|
|
if (parms->rclip > clipleft + clipwidth) parms->rclip = clipleft + clipwidth;
|
|
if (parms->uclip < cliptop) parms->uclip = cliptop;
|
|
if (parms->dclip > cliptop + clipheight) parms->dclip = cliptop + clipheight;
|
|
}
|
|
|
|
if (parms->uclip >= parms->dclip || parms->lclip >= parms->rclip)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (img != NULL)
|
|
{
|
|
SetTextureParms(parms, img, x, y);
|
|
|
|
if (parms->destwidth <= 0 || parms->destheight <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (parms->style.BlendOp == 255)
|
|
{
|
|
if (fillcolorset)
|
|
{
|
|
if (parms->alphaChannel)
|
|
{
|
|
parms->style = STYLE_Shaded;
|
|
}
|
|
else if (parms->Alpha < 1.f)
|
|
{
|
|
parms->style = STYLE_TranslucentStencil;
|
|
}
|
|
else
|
|
{
|
|
parms->style = STYLE_Stencil;
|
|
}
|
|
}
|
|
else if (parms->Alpha < 1.f)
|
|
{
|
|
parms->style = STYLE_Translucent;
|
|
}
|
|
else
|
|
{
|
|
parms->style = STYLE_Normal;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
// explicitly instantiate both versions for v_text.cpp.
|
|
|
|
template bool DCanvas::ParseDrawTextureTags<Va_List>(FTexture *img, double x, double y, uint32_t tag, Va_List& tags, DrawParms *parms, bool fortext) const;
|
|
template bool DCanvas::ParseDrawTextureTags<VMVa_List>(FTexture *img, double x, double y, uint32_t tag, VMVa_List& tags, DrawParms *parms, bool fortext) const;
|
|
|
|
void DCanvas::VirtualToRealCoords(double &x, double &y, double &w, double &h,
|
|
double vwidth, double vheight, bool vbottom, bool handleaspect) const
|
|
{
|
|
float myratio = handleaspect ? ActiveRatio (Width, Height) : (4.0f / 3.0f);
|
|
|
|
// if 21:9 AR, map to 16:9 for all callers.
|
|
// this allows for black bars and stops the stretching of fullscreen images
|
|
if (myratio > 1.7f) {
|
|
myratio = 16.0f / 9.0f;
|
|
}
|
|
|
|
double right = x + w;
|
|
double bottom = y + h;
|
|
|
|
if (myratio > 1.334f)
|
|
{ // The target surface is either 16:9 or 16:10, so expand the
|
|
// specified virtual size to avoid undesired stretching of the
|
|
// image. Does not handle non-4:3 virtual sizes. I'll worry about
|
|
// those if somebody expresses a desire to use them.
|
|
x = (x - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5;
|
|
w = (right - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5 - x;
|
|
}
|
|
else
|
|
{
|
|
x = x * Width / vwidth;
|
|
w = right * Width / vwidth - x;
|
|
}
|
|
if (AspectTallerThanWide(myratio))
|
|
{ // The target surface is 5:4
|
|
y = (y - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5;
|
|
h = (bottom - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5 - y;
|
|
if (vbottom)
|
|
{
|
|
y += (Height - Height * AspectMultiplier(myratio) / 48.0) * 0.5;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
y = y * Height / vheight;
|
|
h = bottom * Height / vheight - y;
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, VirtualToRealCoords)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_FLOAT(x);
|
|
PARAM_FLOAT(y);
|
|
PARAM_FLOAT(w);
|
|
PARAM_FLOAT(h);
|
|
PARAM_FLOAT(vw);
|
|
PARAM_FLOAT(vh);
|
|
PARAM_BOOL_DEF(vbottom);
|
|
PARAM_BOOL_DEF(handleaspect);
|
|
screen->VirtualToRealCoords(x, y, w, h, vw, vh, vbottom, handleaspect);
|
|
if (numret >= 1) ret[0].SetVector2(DVector2(x, y));
|
|
if (numret >= 2) ret[1].SetVector2(DVector2(w, h));
|
|
return MIN(numret, 2);
|
|
}
|
|
|
|
void DCanvas::VirtualToRealCoordsInt(int &x, int &y, int &w, int &h,
|
|
int vwidth, int vheight, bool vbottom, bool handleaspect) const
|
|
{
|
|
double dx, dy, dw, dh;
|
|
|
|
dx = x;
|
|
dy = y;
|
|
dw = w;
|
|
dh = h;
|
|
VirtualToRealCoords(dx, dy, dw, dh, vwidth, vheight, vbottom, handleaspect);
|
|
x = int(dx + 0.5);
|
|
y = int(dy + 0.5);
|
|
w = int(dx + dw + 0.5) - x;
|
|
h = int(dy + dh + 0.5) - y;
|
|
}
|
|
|
|
void DCanvas::FillBorder (FTexture *img)
|
|
{
|
|
float myratio = ActiveRatio (Width, Height);
|
|
|
|
// if 21:9 AR, fill borders akin to 16:9, since all fullscreen
|
|
// images are being drawn to that scale.
|
|
if (myratio > 1.7f) {
|
|
myratio = 16 / 9.0f;
|
|
}
|
|
|
|
if (myratio >= 1.3f && myratio <= 1.4f)
|
|
{ // This is a 4:3 display, so no border to show
|
|
return;
|
|
}
|
|
int bordtop, bordbottom, bordleft, bordright, bord;
|
|
if (AspectTallerThanWide(myratio))
|
|
{ // Screen is taller than it is wide
|
|
bordleft = bordright = 0;
|
|
bord = Height - Height * AspectMultiplier(myratio) / 48;
|
|
bordtop = bord / 2;
|
|
bordbottom = bord - bordtop;
|
|
}
|
|
else
|
|
{ // Screen is wider than it is tall
|
|
bordtop = bordbottom = 0;
|
|
bord = Width - Width * AspectMultiplier(myratio) / 48;
|
|
bordleft = bord / 2;
|
|
bordright = bord - bordleft;
|
|
}
|
|
|
|
if (img != NULL)
|
|
{
|
|
FlatFill (0, 0, Width, bordtop, img); // Top
|
|
FlatFill (0, bordtop, bordleft, Height - bordbottom, img); // Left
|
|
FlatFill (Width - bordright, bordtop, Width, Height - bordbottom, img); // Right
|
|
FlatFill (0, Height - bordbottom, Width, Height, img); // Bottom
|
|
}
|
|
else
|
|
{
|
|
Clear (0, 0, Width, bordtop, GPalette.BlackIndex, 0); // Top
|
|
Clear (0, bordtop, bordleft, Height - bordbottom, GPalette.BlackIndex, 0); // Left
|
|
Clear (Width - bordright, bordtop, Width, Height - bordbottom, GPalette.BlackIndex, 0); // Right
|
|
Clear (0, Height - bordbottom, Width, Height, GPalette.BlackIndex, 0); // Bottom
|
|
}
|
|
}
|
|
|
|
void DCanvas::DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32_t realcolor)
|
|
{
|
|
#ifndef NO_SWRENDER
|
|
SWCanvas::DrawLine(this, x0, y0, x1, y1, palColor, realcolor);
|
|
#endif
|
|
}
|
|
|
|
void DCanvas::DrawPixel(int x, int y, int palColor, uint32_t realcolor)
|
|
{
|
|
#ifndef NO_SWRENDER
|
|
SWCanvas::DrawPixel(this, x, y, palColor, realcolor);
|
|
#endif
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DCanvas :: Clear
|
|
//
|
|
// Set an area to a specified color.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DCanvas::DoClear (int left, int top, int right, int bottom, int palcolor, uint32_t color)
|
|
{
|
|
#ifndef NO_SWRENDER
|
|
if (palcolor < 0 && APART(color) != 255)
|
|
{
|
|
Dim(color, APART(color) / 255.f, left, top, right - left, bottom - top);
|
|
}
|
|
else
|
|
{
|
|
SWCanvas::Clear(this, left, top, right, bottom, palcolor, color);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void DCanvas::Clear(int left, int top, int right, int bottom, int palcolor, uint32_t color)
|
|
{
|
|
if (clipwidth >= 0 && clipheight >= 0)
|
|
{
|
|
int w = right - left;
|
|
int h = bottom - top;
|
|
if (left < clipleft)
|
|
{
|
|
w -= (clipleft - left);
|
|
left = clipleft;
|
|
}
|
|
if (w > clipwidth) w = clipwidth;
|
|
if (w <= 0) return;
|
|
|
|
if (top < cliptop)
|
|
{
|
|
h -= (cliptop - top);
|
|
top = cliptop;
|
|
}
|
|
if (h > clipheight) w = clipheight;
|
|
if (h <= 0) return;
|
|
right = left + w;
|
|
bottom = top + h;
|
|
}
|
|
DoClear(left, top, right, bottom, palcolor, color);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, Clear)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(x1);
|
|
PARAM_INT(y1);
|
|
PARAM_INT(x2);
|
|
PARAM_INT(y2);
|
|
PARAM_INT(color);
|
|
PARAM_INT_DEF(palcol);
|
|
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
|
|
screen->Clear(x1, y1, x2, y2, palcol, color);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DCanvas :: Dim
|
|
//
|
|
// Applies a colored overlay to an area of the screen.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DCanvas::DoDim(PalEntry color, float damount, int x1, int y1, int w, int h)
|
|
{
|
|
#ifndef NO_SWRENDER
|
|
SWCanvas::Dim(this, color, damount, x1, y1, w, h);
|
|
#endif
|
|
}
|
|
|
|
void DCanvas::Dim(PalEntry color, float damount, int x1, int y1, int w, int h)
|
|
{
|
|
if (clipwidth >= 0 && clipheight >= 0)
|
|
{
|
|
if (x1 < clipleft)
|
|
{
|
|
w -= (clipleft - x1);
|
|
x1 = clipleft;
|
|
}
|
|
if (w > clipwidth) w = clipwidth;
|
|
if (w <= 0) return;
|
|
|
|
if (y1 < cliptop)
|
|
{
|
|
h -= (cliptop - y1);
|
|
y1 = cliptop;
|
|
}
|
|
if (h > clipheight) h = clipheight;
|
|
if (h <= 0) return;
|
|
}
|
|
DoDim(color, damount, x1, y1, w, h);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, Dim)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(color);
|
|
PARAM_FLOAT(amount);
|
|
PARAM_INT(x1);
|
|
PARAM_INT(y1);
|
|
PARAM_INT(w);
|
|
PARAM_INT(h);
|
|
if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
|
|
screen->Dim(color, float(amount), x1, y1, w, h);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DCanvas :: FillSimplePoly
|
|
//
|
|
// Fills a simple polygon with a texture. Here, "simple" means that a
|
|
// horizontal scanline at any vertical position within the polygon will
|
|
// not cross it more than twice.
|
|
//
|
|
// The originx, originy, scale, and rotation parameters specify
|
|
// transformation of the filling texture, not of the points.
|
|
//
|
|
// The points must be specified in clockwise order.
|
|
//
|
|
//==========================================================================
|
|
|
|
void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
|
double originx, double originy, double scalex, double scaley, DAngle rotation,
|
|
const FColormap &colormap, PalEntry flatcolor, int lightlevel, int bottomclip)
|
|
{
|
|
#ifndef NO_SWRENDER
|
|
SWCanvas::FillSimplePoly(this, tex, points, npoints, originx, originy, scalex, scaley, rotation, colormap, flatcolor, lightlevel, bottomclip);
|
|
#endif
|
|
}
|
|
|
|
|
|
/********************************/
|
|
/* */
|
|
/* Other miscellaneous routines */
|
|
/* */
|
|
/********************************/
|
|
|
|
|
|
//
|
|
// V_DrawBlock
|
|
// Draw a linear block of pixels into the view buffer.
|
|
//
|
|
void DCanvas::DrawBlock (int x, int y, int _width, int _height, const uint8_t *src) const
|
|
{
|
|
if (IsBgra())
|
|
return;
|
|
|
|
int srcpitch = _width;
|
|
int destpitch;
|
|
uint8_t *dest;
|
|
|
|
if (ClipBox (x, y, _width, _height, src, srcpitch))
|
|
{
|
|
return; // Nothing to draw
|
|
}
|
|
|
|
destpitch = Pitch;
|
|
dest = Buffer + y*Pitch + x;
|
|
|
|
do
|
|
{
|
|
memcpy (dest, src, _width);
|
|
src += srcpitch;
|
|
dest += destpitch;
|
|
} while (--_height);
|
|
}
|
|
|
|
//
|
|
// V_GetBlock
|
|
// Gets a linear block of pixels from the view buffer.
|
|
//
|
|
void DCanvas::GetBlock (int x, int y, int _width, int _height, uint8_t *dest) const
|
|
{
|
|
if (IsBgra())
|
|
return;
|
|
|
|
const uint8_t *src;
|
|
|
|
#ifdef RANGECHECK
|
|
if (x<0
|
|
||x+_width > Width
|
|
|| y<0
|
|
|| y+_height>Height)
|
|
{
|
|
I_Error ("Bad V_GetBlock");
|
|
}
|
|
#endif
|
|
|
|
src = Buffer + y*Pitch + x;
|
|
|
|
while (_height--)
|
|
{
|
|
memcpy (dest, src, _width);
|
|
src += Pitch;
|
|
dest += _width;
|
|
}
|
|
}
|
|
|
|
// Returns true if the box was completely clipped. False otherwise.
|
|
bool DCanvas::ClipBox (int &x, int &y, int &w, int &h, const uint8_t *&src, const int srcpitch) const
|
|
{
|
|
if (x >= Width || y >= Height || x+w <= 0 || y+h <= 0)
|
|
{ // Completely clipped off screen
|
|
return true;
|
|
}
|
|
if (x < 0) // clip left edge
|
|
{
|
|
src -= x;
|
|
w += x;
|
|
x = 0;
|
|
}
|
|
if (x+w > Width) // clip right edge
|
|
{
|
|
w = Width - x;
|
|
}
|
|
if (y < 0) // clip top edge
|
|
{
|
|
src -= y*srcpitch;
|
|
h += y;
|
|
y = 0;
|
|
}
|
|
if (y+h > Height) // clip bottom edge
|
|
{
|
|
h = Height - y;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_SetBorderNeedRefresh
|
|
//
|
|
// Flag the border as in need of updating. (Probably because something that
|
|
// was on top of it has changed.
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_SetBorderNeedRefresh()
|
|
{
|
|
if (screen != NULL)
|
|
{
|
|
BorderNeedRefresh = screen->GetPageCount();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_DrawFrame
|
|
//
|
|
// Draw a frame around the specified area using the view border
|
|
// frame graphics. The border is drawn outside the area, not in it.
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_DrawFrame (int left, int top, int width, int height)
|
|
{
|
|
FTexture *p;
|
|
const gameborder_t *border = &gameinfo.Border;
|
|
// Sanity check for incomplete gameinfo
|
|
if (border == NULL)
|
|
return;
|
|
int offset = border->offset;
|
|
int right = left + width;
|
|
int bottom = top + height;
|
|
|
|
// Draw top and bottom sides.
|
|
p = TexMan[border->t];
|
|
screen->FlatFill(left, top - p->GetHeight(), right, top, p, true);
|
|
p = TexMan[border->b];
|
|
screen->FlatFill(left, bottom, right, bottom + p->GetHeight(), p, true);
|
|
|
|
// Draw left and right sides.
|
|
p = TexMan[border->l];
|
|
screen->FlatFill(left - p->GetWidth(), top, left, bottom, p, true);
|
|
p = TexMan[border->r];
|
|
screen->FlatFill(right, top, right + p->GetWidth(), bottom, p, true);
|
|
|
|
// Draw beveled corners.
|
|
screen->DrawTexture (TexMan[border->tl], left-offset, top-offset, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->tr], left+width, top-offset, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->bl], left-offset, top+height, TAG_DONE);
|
|
screen->DrawTexture (TexMan[border->br], left+width, top+height, TAG_DONE);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, DrawFrame)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(x);
|
|
PARAM_INT(y);
|
|
PARAM_INT(w);
|
|
PARAM_INT(h);
|
|
V_DrawFrame(x, y, w, h);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// V_DrawBorder
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_DrawBorder (int x1, int y1, int x2, int y2)
|
|
{
|
|
FTextureID picnum;
|
|
|
|
if (level.info != NULL && level.info->BorderTexture.Len() != 0)
|
|
{
|
|
picnum = TexMan.CheckForTexture (level.info->BorderTexture, FTexture::TEX_Flat);
|
|
}
|
|
else
|
|
{
|
|
picnum = TexMan.CheckForTexture (gameinfo.BorderFlat, FTexture::TEX_Flat);
|
|
}
|
|
|
|
if (picnum.isValid())
|
|
{
|
|
screen->FlatFill (x1, y1, x2, y2, TexMan(picnum));
|
|
}
|
|
else
|
|
{
|
|
screen->Clear (x1, y1, x2, y2, 0, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawViewBorder
|
|
//
|
|
// Draws the border around the view for different size windows
|
|
//
|
|
//==========================================================================
|
|
|
|
int BorderNeedRefresh;
|
|
|
|
|
|
static void V_DrawViewBorder (void)
|
|
{
|
|
if (viewwidth == SCREENWIDTH)
|
|
{
|
|
return;
|
|
}
|
|
|
|
V_DrawBorder (0, 0, SCREENWIDTH, viewwindowy);
|
|
V_DrawBorder (0, viewwindowy, viewwindowx, viewheight + viewwindowy);
|
|
V_DrawBorder (viewwindowx + viewwidth, viewwindowy, SCREENWIDTH, viewheight + viewwindowy);
|
|
V_DrawBorder (0, viewwindowy + viewheight, SCREENWIDTH, StatusBar->GetTopOfStatusbar());
|
|
|
|
V_DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawTopBorder
|
|
//
|
|
// Draws the top border around the view for different size windows
|
|
//
|
|
//==========================================================================
|
|
|
|
static void V_DrawTopBorder ()
|
|
{
|
|
FTexture *p;
|
|
int offset;
|
|
|
|
if (viewwidth == SCREENWIDTH)
|
|
return;
|
|
|
|
offset = gameinfo.Border.offset;
|
|
|
|
if (viewwindowy < 34)
|
|
{
|
|
V_DrawBorder (0, 0, viewwindowx, 34);
|
|
V_DrawBorder (viewwindowx, 0, viewwindowx + viewwidth, viewwindowy);
|
|
V_DrawBorder (viewwindowx + viewwidth, 0, SCREENWIDTH, 34);
|
|
p = TexMan(gameinfo.Border.t);
|
|
screen->FlatFill(viewwindowx, viewwindowy - p->GetHeight(),
|
|
viewwindowx + viewwidth, viewwindowy, p, true);
|
|
|
|
p = TexMan(gameinfo.Border.l);
|
|
screen->FlatFill(viewwindowx - p->GetWidth(), viewwindowy,
|
|
viewwindowx, 35, p, true);
|
|
p = TexMan(gameinfo.Border.r);
|
|
screen->FlatFill(viewwindowx + viewwidth, viewwindowy,
|
|
viewwindowx + viewwidth + p->GetWidth(), 35, p, true);
|
|
|
|
p = TexMan(gameinfo.Border.tl);
|
|
screen->DrawTexture (p, viewwindowx - offset, viewwindowy - offset, TAG_DONE);
|
|
|
|
p = TexMan(gameinfo.Border.tr);
|
|
screen->DrawTexture (p, viewwindowx + viewwidth, viewwindowy - offset, TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
V_DrawBorder (0, 0, SCREENWIDTH, 34);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RefreshViewBorder
|
|
//
|
|
// Draws the border around the player view, if needed.
|
|
//
|
|
//==========================================================================
|
|
|
|
void V_RefreshViewBorder ()
|
|
{
|
|
if (setblocks < 10)
|
|
{
|
|
if (BorderNeedRefresh)
|
|
{
|
|
BorderNeedRefresh--;
|
|
if (BorderTopRefresh)
|
|
{
|
|
BorderTopRefresh--;
|
|
}
|
|
V_DrawViewBorder();
|
|
}
|
|
else if (BorderTopRefresh)
|
|
{
|
|
BorderTopRefresh--;
|
|
V_DrawTopBorder();
|
|
}
|
|
}
|
|
}
|
|
|