qzdoom-gpl/src/g_shared/hudmessages.cpp

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/*
** hudmessages.cpp
** Neato messages for the HUD
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
*/
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "c_cvars.h"
#include "v_video.h"
#include "cmdlib.h"
#include "doomstat.h"
#include "farchive.h"
EXTERN_CVAR (Int, con_scaletext)
IMPLEMENT_POINTY_CLASS (DHUDMessage)
DECLARE_POINTER(Next)
END_POINTERS
IMPLEMENT_CLASS (DHUDMessageFadeOut)
IMPLEMENT_CLASS (DHUDMessageFadeInOut)
IMPLEMENT_CLASS (DHUDMessageTypeOnFadeOut)
/*************************************************************************
* Basic HUD message. Appears and disappears without any special effects *
*************************************************************************/
2008-09-15 00:47:31 +00:00
inline FArchive &operator<< (FArchive &arc, EColorRange &i)
{
BYTE val = (BYTE)i;
arc << val;
i = (EColorRange)val;
return arc;
}
//============================================================================
//
// DHUDMessage Constructor
//
//============================================================================
DHUDMessage::DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
EColorRange textColor, float holdTime)
{
if (hudwidth == 0 || hudheight == 0)
{
// for y range [-1.0, 0.0]: Positions top edge of box
// for y range [0.0, 1.0]: Positions center of box
// for x range [-2.0, -1.0]: Positions left edge of box, and centers text inside it
// for x range [-1.0, 0.0]: Positions left edge of box
// for x range [0.0, 1.0]: Positions center of box
// for x range [1.0, 2.0]: Positions center of box, and centers text inside it
HUDWidth = HUDHeight = 0;
if (fabs (x) > 2.f)
{
CenterX = true;
Left = 0.5f;
}
else
{
Left = x < -1.f ? x + 1.f : x > 1.f ? x - 1.f : x;
if (fabs(x) > 1.f)
{
CenterX = true;
}
else
{
CenterX = false;
}
}
}
else
{ // HUD size is specified, so coordinates are in pixels, but you can add
// some fractions to affect positioning:
// For y: .1 = positions top edge of box
// .2 = positions bottom edge of box
// For x: .1 = positions left edge of box
// .2 = positions right edge of box
// .4 = centers text inside box
// .4 can also be added to either .1 or .2
Top = y;
HUDWidth = hudwidth;
HUDHeight = hudheight;
float intpart;
int fracpart = (int)(fabsf (modff (x, &intpart)) * 10.f + 0.5f);
if (fracpart & 4)
{
CenterX = true;
}
else
{
CenterX = false;
}
if (x > 0)
{
Left = intpart + (float)(fracpart & 3) / 10.f;
}
else
{
Left = intpart - (float)(fracpart & 3) / 10.f;
}
}
NoWrap = false;
ClipX = ClipY = ClipWidth = ClipHeight = 0;
WrapWidth = 0;
Top = y;
Next = NULL;
Lines = NULL;
HoldTics = (int)(holdTime * TICRATE);
Tics = 0;
TextColor = textColor;
State = 0;
SourceText = copystring (text);
Font = font;
VisibilityFlags = 0;
Style = STYLE_Translucent;
Alpha = FRACUNIT;
ResetText (SourceText);
}
//============================================================================
//
// DHUDMessage Destructor
//
//============================================================================
DHUDMessage::~DHUDMessage ()
{
if (Lines)
{
V_FreeBrokenLines (Lines);
Lines = NULL;
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
if (screen != NULL)
{
V_SetBorderNeedRefresh();
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
}
}
if (SourceText != NULL)
{
delete[] SourceText;
}
}
//============================================================================
//
// DHUDMessage :: Serialize
//
//============================================================================
void DHUDMessage::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Left << Top << CenterX << HoldTics
<< Tics << State << TextColor
<< SBarID << SourceText << Font << Next
<< HUDWidth << HUDHeight;
if (SaveVersion >= 3960)
{
arc << NoWrap;
arc << ClipX << ClipY << ClipWidth << ClipHeight;
arc << WrapWidth;
}
else
{
NoWrap = false;
ClipX = ClipY = ClipWidth = ClipHeight = WrapWidth = 0;
}
if (arc.IsLoading ())
{
Lines = NULL;
ResetText (SourceText);
}
if (SaveVersion < 3821)
{
VisibilityFlags = 0;
}
else
{
arc << VisibilityFlags;
}
if (SaveVersion < 3824)
{
Style = STYLE_Translucent;
Alpha = FRACUNIT;
}
else
{
arc << Style << Alpha;
}
}
//============================================================================
//
// DHUDMessage :: ScreenSizeChanged
//
//============================================================================
void DHUDMessage::ScreenSizeChanged ()
{
if (HUDWidth == 0)
{
ResetText (SourceText);
}
}
//============================================================================
//
// DHUDMessage :: CalcClipCoords
//
// Take the clip rectangle in HUD coordinates (set via SetHudSize in ACS)
// and convert them to screen coordinates.
//
//============================================================================
void DHUDMessage::CalcClipCoords(int hudheight)
{
int x = ClipX, y = ClipY, w = ClipWidth, h = ClipHeight;
if ((x | y | w | h) == 0)
{ // No clipping rectangle set; use the full screen.
ClipLeft = 0;
ClipTop = 0;
ClipRight = screen->GetWidth();
ClipBot = screen->GetHeight();
}
else
{
screen->VirtualToRealCoordsInt(x, y, w, h,
HUDWidth, hudheight, false, true);
ClipLeft = x;
ClipTop = y;
ClipRight = x + w;
ClipBot = y + h;
}
}
//============================================================================
//
// DHUDMessage :: ResetText
//
//============================================================================
void DHUDMessage::ResetText (const char *text)
{
int width;
if (HUDWidth != 0)
{
width = WrapWidth == 0 ? HUDWidth : WrapWidth;
}
else
{
width = con_scaletext >= 2 ? SCREENWIDTH/2 : (con_scaletext ? SCREENWIDTH / CleanXfac : SCREENWIDTH);
}
if (Lines != NULL)
{
V_FreeBrokenLines (Lines);
}
Lines = V_BreakLines (Font, NoWrap ? INT_MAX : width, (BYTE *)text);
NumLines = 0;
Width = 0;
Height = 0;
if (Lines)
{
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for (; Lines[NumLines].Width >= 0; NumLines++)
{
Height += Font->GetHeight ();
2006-08-31 00:16:12 +00:00
Width = MAX<int> (Width, Lines[NumLines].Width);
}
}
}
//============================================================================
//
// DHUDMessage :: Tick
//
//============================================================================
bool DHUDMessage::Tick ()
{
Tics++;
if (HoldTics != 0 && HoldTics <= Tics)
{ // This message has expired
return true;
}
return false;
}
//============================================================================
//
// DHUDMessage :: Draw
//
//============================================================================
void DHUDMessage::Draw (int bottom, int visibility)
{
int xscale, yscale;
int x, y;
int ystep;
int i;
bool clean = false;
int hudheight;
// If any of the visibility flags match, do NOT draw this message.
if (VisibilityFlags & visibility)
{
return;
}
DrawSetup ();
int screen_width = SCREENWIDTH;
int screen_height = SCREENHEIGHT;
if (HUDWidth == 0 && con_scaletext==1)
{
clean = true;
xscale = CleanXfac;
yscale = CleanYfac;
}
else
{
xscale = yscale = 1;
if (HUDWidth==0 && con_scaletext>1)
{
screen_width/=2;
screen_height/=2;
bottom/=2;
}
}
if (HUDWidth == 0)
{
if (Left > 0.f)
{ // Position center
x = (int)((float)(screen_width - Width * xscale) * Left);
}
else
{ // Position edge
x = (int)((float)screen_width * -Left);
}
if (Top > 0.f)
{ // Position center
y = (int)((float)(bottom - Height * yscale) * Top);
}
else
{ // Position edge
y = (int)((float)bottom * -Top);
}
}
else
{
float intpart;
int fracpart;
fracpart = (int)(fabsf (modff (Left, &intpart)) * 10.f + 0.5f);
x = (int)intpart;
switch (fracpart & 3)
{
case 0: // Position center
x -= Width / 2;
break;
case 2: // Position right
x -= Width;
break;
}
fracpart = (int)(fabsf (modff (Top, &intpart)) * 10.f + 0.5f);
y = (int)intpart;
switch (fracpart & 3)
{
case 0: // Position center
y -= Height / 2;
break;
case 2: // Position bottom
y -= Height;
break;
}
}
if (CenterX)
{
x += Width * xscale / 2;
}
ystep = Font->GetHeight() * yscale;
if (HUDHeight < 0)
{ // A negative height means the HUD size covers the status bar
hudheight = -HUDHeight;
}
else
{ // A positive height means the HUD size does not cover the status bar
hudheight = Scale (HUDHeight, screen_height, bottom);
}
CalcClipCoords(hudheight);
for (i = 0; i < NumLines; i++)
{
int drawx;
2006-08-31 00:16:12 +00:00
drawx = CenterX ? x - Lines[i].Width*xscale/2 : x;
DoDraw (i, drawx, y, clean, hudheight);
y += ystep;
}
}
//============================================================================
//
// DHUDMessage :: DrawSetup
//
//============================================================================
void DHUDMessage::DrawSetup ()
{
}
//============================================================================
//
// DHUDMessage :: DoDraw
//
//============================================================================
void DHUDMessage::DoDraw (int linenum, int x, int y, bool clean, int hudheight)
{
if (hudheight == 0)
{
if (con_scaletext <= 1)
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_CleanNoMove, clean,
DTA_Alpha, Alpha,
DTA_RenderStyle, Style,
TAG_DONE);
}
else
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_VirtualWidth, SCREENWIDTH/2,
DTA_VirtualHeight, SCREENHEIGHT/2,
DTA_Alpha, Alpha,
DTA_RenderStyle, Style,
DTA_KeepRatio, true,
TAG_DONE);
}
}
else
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_VirtualWidth, HUDWidth,
DTA_VirtualHeight, hudheight,
DTA_ClipLeft, ClipLeft,
DTA_ClipRight, ClipRight,
DTA_ClipTop, ClipTop,
DTA_ClipBottom, ClipBot,
DTA_Alpha, Alpha,
DTA_RenderStyle, Style,
TAG_DONE);
}
}
/******************************
* HUD message that fades out *
******************************/
//============================================================================
//
// DHUDMessageFadeOut Constructor
//
//============================================================================
DHUDMessageFadeOut::DHUDMessageFadeOut (FFont *font, const char *text, float x, float y,
int hudwidth, int hudheight,
EColorRange textColor, float holdTime, float fadeOutTime)
: DHUDMessage (font, text, x, y, hudwidth, hudheight, textColor, holdTime)
{
FadeOutTics = (int)(fadeOutTime * TICRATE);
State = 1;
}
//============================================================================
//
// DHUDMessageFadeOut :: Serialize
//
//============================================================================
void DHUDMessageFadeOut::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << FadeOutTics;
}
//============================================================================
//
// DHUDMessageFadeOut :: Tick
//
//============================================================================
bool DHUDMessageFadeOut::Tick ()
{
Tics++;
if (State == 1 && HoldTics <= Tics)
{
State++;
Tics -= HoldTics;
}
if (State == 2 && FadeOutTics <= Tics)
{
return true;
}
return false;
}
//============================================================================
//
// DHUDMessageFadeOut :: DoDraw
//
//============================================================================
void DHUDMessageFadeOut::DoDraw (int linenum, int x, int y, bool clean, int hudheight)
{
if (State == 1)
{
DHUDMessage::DoDraw (linenum, x, y, clean, hudheight);
}
else
{
fixed_t trans = -(Tics - FadeOutTics) * FRACUNIT / FadeOutTics;
trans = FixedMul(trans, Alpha);
if (hudheight == 0)
{
if (con_scaletext <= 1)
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_CleanNoMove, clean,
DTA_Alpha, trans,
DTA_RenderStyle, Style,
TAG_DONE);
}
else
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_VirtualWidth, SCREENWIDTH/2,
DTA_VirtualHeight, SCREENHEIGHT/2,
DTA_Alpha, trans,
DTA_RenderStyle, Style,
DTA_KeepRatio, true,
TAG_DONE);
}
}
else
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_VirtualWidth, HUDWidth,
DTA_VirtualHeight, hudheight,
DTA_ClipLeft, ClipLeft,
DTA_ClipRight, ClipRight,
DTA_ClipTop, ClipTop,
DTA_ClipBottom, ClipBot,
DTA_Alpha, trans,
DTA_RenderStyle, Style,
TAG_DONE);
}
V_SetBorderNeedRefresh();
}
}
/***************************************
* HUD message that fades in, then out *
***************************************/
//============================================================================
//
// DHUDMessageFadeInOut Constructor
//
//============================================================================
DHUDMessageFadeInOut::DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y,
int hudwidth, int hudheight,
EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime)
: DHUDMessageFadeOut (font, text, x, y, hudwidth, hudheight, textColor, holdTime, fadeOutTime)
{
FadeInTics = (int)(fadeInTime * TICRATE);
State = FadeInTics == 0;
}
//============================================================================
//
// DHUDMessageFadeInOut :: Serialize
//
//============================================================================
void DHUDMessageFadeInOut::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << FadeInTics;
}
//============================================================================
//
// DHUDMessageFadeInOut :: Tick
//
//============================================================================
bool DHUDMessageFadeInOut::Tick ()
{
if (!Super::Tick ())
{
if (State == 0 && FadeInTics <= Tics)
{
State++;
Tics -= FadeInTics;
}
return false;
}
return true;
}
//============================================================================
//
// DHUDMessageFadeInOut :: DoDraw
//
//============================================================================
void DHUDMessageFadeInOut::DoDraw (int linenum, int x, int y, bool clean, int hudheight)
{
if (State == 0)
{
fixed_t trans = Tics * FRACUNIT / FadeInTics;
trans = FixedMul(trans, Alpha);
if (hudheight == 0)
{
if (con_scaletext <= 1)
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_CleanNoMove, clean,
DTA_Alpha, trans,
DTA_RenderStyle, Style,
TAG_DONE);
}
else
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_VirtualWidth, SCREENWIDTH/2,
DTA_VirtualHeight, SCREENHEIGHT/2,
DTA_Alpha, trans,
DTA_RenderStyle, Style,
DTA_KeepRatio, true,
TAG_DONE);
}
}
else
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_VirtualWidth, HUDWidth,
DTA_VirtualHeight, hudheight,
DTA_ClipLeft, ClipLeft,
DTA_ClipRight, ClipRight,
DTA_ClipTop, ClipTop,
DTA_ClipBottom, ClipBot,
DTA_Alpha, trans,
DTA_RenderStyle, Style,
TAG_DONE);
}
V_SetBorderNeedRefresh();
}
else
{
Super::DoDraw (linenum, x, y, clean, hudheight);
}
}
/****************************************************
* HUD message that gets "typed" on, then fades out *
****************************************************/
//============================================================================
//
// DHUDMessageTypeOnFadeOut Constructor
//
//============================================================================
DHUDMessageTypeOnFadeOut::DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y,
int hudwidth, int hudheight,
EColorRange textColor, float typeTime, float holdTime, float fadeOutTime)
: DHUDMessageFadeOut (font, text, x, y, hudwidth, hudheight, textColor, holdTime, fadeOutTime)
{
TypeOnTime = typeTime * TICRATE;
if (TypeOnTime == 0.f)
TypeOnTime = 0.1f;
CurrLine = 0;
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LineLen = (int)Lines[0].Text.Len();
LineVisible = 0;
State = 3;
}
//============================================================================
//
// DHUDMessageTypeOnFadeOut :: Serialize
//
//============================================================================
void DHUDMessageTypeOnFadeOut::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << TypeOnTime << CurrLine << LineVisible << LineLen;
}
//============================================================================
//
// DHUDMessageTypeOnFadeOut :: Tick
//
//============================================================================
bool DHUDMessageTypeOnFadeOut::Tick ()
{
if (!Super::Tick ())
{
if (State == 3)
{
int step = Tics == 0 ? 0 : int(Tics / TypeOnTime) - int((Tics - 1) / TypeOnTime);
int linevis = LineVisible;
int linedrawcount = linevis;
FString text = Lines[CurrLine].Text;
// Advance LineVisible by 'step' *visible* characters
while (step > 0 && State == 3)
{
if (linevis > LineLen)
{
linevis = 0;
linedrawcount = 0;
CurrLine++;
if (CurrLine >= NumLines)
{
Tics = 0;
State = 1;
}
else
{
text = Lines[CurrLine].Text;
LineLen = (int)text.Len();
}
}
if (State == 3 && --step >= 0)
{
linedrawcount++;
if (text[linevis++] == TEXTCOLOR_ESCAPE)
{
if (text[linevis] == '[')
{ // named color
while (text[linevis] != ']' && text[linevis] != '\0')
{
linevis++;
}
}
linevis += 2;
}
}
}
LineVisible = linevis;
}
return false;
}
return true;
}
//============================================================================
//
// DHUDMessageTypeOnFadeOut :: ScreenSizeChanged
//
//============================================================================
void DHUDMessageTypeOnFadeOut::ScreenSizeChanged ()
{
int charCount = 0, i;
for (i = 0; i < CurrLine; ++i)
{
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charCount += (int)Lines[i].Text.Len();
}
charCount += LineVisible;
Super::ScreenSizeChanged ();
if (State == 3)
{
CurrLine = 0;
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LineLen = (int)Lines[0].Text.Len();
Tics = (int)(charCount * TypeOnTime) - 1;
Tick ();
}
}
//============================================================================
//
// DHUDMessageTypeOnFadeOut :: DoDraw
//
//============================================================================
void DHUDMessageTypeOnFadeOut::DoDraw (int linenum, int x, int y, bool clean, int hudheight)
{
if (State == 3)
{
if (linenum < CurrLine)
{
DHUDMessage::DoDraw (linenum, x, y, clean, hudheight);
}
else if (linenum == CurrLine)
{
if (hudheight == 0)
{
if (con_scaletext <= 1)
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_CleanNoMove, clean,
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DTA_TextLen, LineVisible,
DTA_Alpha, Alpha,
DTA_RenderStyle, Style,
TAG_DONE);
}
else
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_VirtualWidth, SCREENWIDTH/2,
DTA_VirtualHeight, SCREENHEIGHT/2,
DTA_KeepRatio, true,
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DTA_TextLen, LineVisible,
DTA_Alpha, Alpha,
DTA_RenderStyle, Style,
TAG_DONE);
}
}
else
{
screen->DrawText (Font, TextColor, x, y, Lines[linenum].Text,
DTA_VirtualWidth, HUDWidth,
DTA_VirtualHeight, hudheight,
DTA_ClipLeft, ClipLeft,
DTA_ClipRight, ClipRight,
DTA_ClipTop, ClipTop,
DTA_ClipBottom, ClipBot,
DTA_Alpha, Alpha,
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DTA_TextLen, LineVisible,
DTA_RenderStyle, Style,
TAG_DONE);
}
}
}
else
{
DHUDMessageFadeOut::DoDraw (linenum, x, y, clean, hudheight);
}
}