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https://github.com/ZDoom/qzdoom-gpl.git
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66d28a24b8
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
469 lines
13 KiB
C++
469 lines
13 KiB
C++
/*
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** sbar.h
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** Base status bar definition
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 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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#ifndef __SBAR_H__
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#define __SBAR_H__
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#include "dobject.h"
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#include "v_collection.h"
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#include "v_text.h"
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class player_t;
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struct FRemapTable;
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extern int SB_state;
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enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None,
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HUD_AltHud // Used for passing through popups to the alt hud
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};
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class AWeapon;
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void ST_SetNeedRefresh();
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bool ST_IsTimeVisible();
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bool ST_IsLatencyVisible();
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// HUD Message base object --------------------------------------------------
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class DHUDMessage : public DObject
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{
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DECLARE_CLASS (DHUDMessage, DObject)
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HAS_OBJECT_POINTERS
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public:
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DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime);
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virtual ~DHUDMessage ();
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virtual void Serialize(FSerializer &arc);
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void Draw (int bottom, int visibility);
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virtual void ResetText (const char *text);
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virtual void DrawSetup ();
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick (); // Returns true to indicate time for removal
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virtual void ScreenSizeChanged ();
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void SetVisibility(int vis)
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{
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VisibilityFlags = vis;
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}
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void SetRenderStyle(ERenderStyle style)
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{
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Style = style;
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}
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void SetAlpha(float alpha)
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{
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Alpha = alpha;
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}
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void SetNoWrap(bool nowrap)
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{
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NoWrap = nowrap;
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ResetText(SourceText);
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}
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void SetClipRect(int x, int y, int width, int height, bool aspect)
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{
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ClipX = x;
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ClipY = y;
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ClipWidth = width;
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ClipHeight = height;
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HandleAspect = aspect;
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}
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void SetWrapWidth(int wrap)
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{
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WrapWidth = wrap;
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ResetText(SourceText);
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}
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protected:
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FBrokenLines *Lines;
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int Width, Height, NumLines;
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float Left, Top;
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bool CenterX, NoWrap;
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int HoldTics;
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int Tics;
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int State;
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int VisibilityFlags;
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int HUDWidth, HUDHeight;
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int ClipX, ClipY, ClipWidth, ClipHeight, WrapWidth; // in HUD coords
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int ClipLeft, ClipTop, ClipRight, ClipBot; // in screen coords
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bool HandleAspect;
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EColorRange TextColor;
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FFont *Font;
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FRenderStyle Style;
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double Alpha;
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void CalcClipCoords(int hudheight);
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DHUDMessage () : SourceText(NULL) {}
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private:
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TObjPtr<DHUDMessage> Next;
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DWORD SBarID;
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char *SourceText;
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friend class DBaseStatusBar;
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};
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// HUD message visibility flags
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enum
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{
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HUDMSG_NotWith3DView = 1,
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HUDMSG_NotWithFullMap = 2,
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HUDMSG_NotWithOverlayMap = 4,
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};
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// HUD Message; appear instantly, then fade out type ------------------------
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class DHUDMessageFadeOut : public DHUDMessage
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{
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DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage)
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public:
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DHUDMessageFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime, float fadeOutTime);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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protected:
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int FadeOutTics;
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DHUDMessageFadeOut() {}
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};
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// HUD Message; fade in, then fade out type ---------------------------------
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class DHUDMessageFadeInOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut)
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public:
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DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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protected:
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int FadeInTics;
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DHUDMessageFadeInOut() {}
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};
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// HUD Message; type on, then fade out type ---------------------------------
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class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut
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{
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DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut)
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public:
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DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight,
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EColorRange textColor, float typeTime, float holdTime, float fadeOutTime);
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virtual void Serialize(FSerializer &arc);
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virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight);
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virtual bool Tick ();
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virtual void ScreenSizeChanged ();
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protected:
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float TypeOnTime;
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int CurrLine;
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int LineVisible;
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int LineLen;
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DHUDMessageTypeOnFadeOut() {}
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};
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// Mug shots ----------------------------------------------------------------
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struct FMugShotFrame
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{
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TArray<FString> Graphic;
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int Delay;
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FMugShotFrame();
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~FMugShotFrame();
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FTexture *GetTexture(const char *default_face, const char *skin_face, int random, int level=0,
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int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false,
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bool directional=false);
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};
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struct FMugShotState
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{
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BYTE bUsesLevels:1;
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BYTE bHealth2:1; // Health level is the 2nd character from the end.
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BYTE bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type.
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BYTE bDirectional:1; // Faces direction of damage.
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BYTE bFinished:1;
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unsigned int Position;
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int Time;
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int Random;
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FName State;
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TArray<FMugShotFrame> Frames;
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FMugShotState(FName name);
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~FMugShotState();
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void Tick();
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void Reset();
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FMugShotFrame &GetCurrentFrame() { return Frames[Position]; }
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FTexture *GetCurrentFrameTexture(const char *default_face, const char *skin_face, int level=0, int direction=0)
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{
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return GetCurrentFrame().GetTexture(default_face, skin_face, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional);
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}
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private:
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FMugShotState();
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};
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class player_t;
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class FMugShot
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{
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public:
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enum StateFlags
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{
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STANDARD = 0x0,
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XDEATHFACE = 0x1,
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ANIMATEDGODMODE = 0x2,
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DISABLEGRIN = 0x4,
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DISABLEOUCH = 0x8,
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DISABLEPAIN = 0x10,
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DISABLERAMPAGE = 0x20,
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CUSTOM = 0x40,
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};
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FMugShot();
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void Grin(bool grin=true) { bEvilGrin = grin; }
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void Reset();
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void Tick(player_t *player);
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bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false);
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int UpdateState(player_t *player, StateFlags stateflags=STANDARD);
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FTexture *GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags=STANDARD);
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private:
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FMugShotState *CurrentState;
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int RampageTimer;
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int LastDamageAngle;
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int FaceHealth;
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bool bEvilGrin;
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bool bDamageFaceActive;
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bool bNormal;
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bool bOuchActive;
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};
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extern TArray<FMugShotState> MugShotStates;
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FMugShotState *FindMugShotState(FName state);
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int FindMugShotStateIndex(FName state);
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// Base Status Bar ----------------------------------------------------------
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class FTexture;
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class AAmmo;
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enum
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{
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HUDMSGLayer_OverHUD,
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HUDMSGLayer_UnderHUD,
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HUDMSGLayer_OverMap,
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NUM_HUDMSGLAYERS,
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HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
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};
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class DBaseStatusBar : public DObject
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{
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DECLARE_CLASS (DBaseStatusBar, DObject)
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HAS_OBJECT_POINTERS
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public:
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// Popup screens for Strife's status bar
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enum
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{
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POP_NoChange = -1,
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POP_None,
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POP_Log,
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POP_Keys,
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POP_Status
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};
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// Status face stuff
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enum
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{
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ST_NUMPAINFACES = 5,
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ST_NUMSTRAIGHTFACES = 3,
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ST_NUMTURNFACES = 2,
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ST_NUMSPECIALFACES = 3,
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ST_NUMEXTRAFACES = 2,
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ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
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ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
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ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
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ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
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ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
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ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
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ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
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ST_DEADFACE = ST_GODFACE + 1
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};
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DBaseStatusBar (int reltop, int hres=320, int vres=200);
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void Destroy() override;
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void SetScaled (bool scale, bool force=false);
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void AttachMessage (DHUDMessage *msg, uint32 id=0, int layer=HUDMSGLayer_Default);
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DHUDMessage *DetachMessage (DHUDMessage *msg);
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DHUDMessage *DetachMessage (uint32 id);
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void DetachAllMessages ();
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void ShowPlayerName ();
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double GetDisplacement() { return Displacement; }
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int GetPlayer ();
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static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
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// do not make this a DObject Serialize function because it's not used like one!
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void SerializeMessages(FSerializer &arc);
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virtual void Tick ();
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virtual void Draw (EHudState state);
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void DrawBottomStuff (EHudState state);
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void DrawTopStuff (EHudState state);
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virtual void FlashItem (const PClass *itemtype);
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virtual void AttachToPlayer (player_t *player);
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virtual void FlashCrosshair ();
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virtual void BlendView (float blend[4]);
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virtual void NewGame ();
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virtual void ScreenSizeChanged ();
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virtual void MultiplayerChanged ();
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virtual void SetInteger (int pname, int param);
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virtual void ShowPop (int popnum);
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virtual void ReceivedWeapon (AWeapon *weapon);
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virtual bool MustDrawLog(EHudState state);
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virtual void SetMugShotState (const char *state_name, bool wait_till_done=false, bool reset=false);
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void DrawLog();
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protected:
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void DrawPowerups ();
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void UpdateRect (int x, int y, int width, int height) const;
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void DrawImage (FTexture *image, int x, int y, FRemapTable *translation=NULL) const;
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void DrawDimImage (FTexture *image, int x, int y, bool dimmed) const;
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void DrawPartialImage (FTexture *image, int wx, int ww) const;
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void DrINumber (signed int val, int x, int y, int imgBase=imgINumbers) const;
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void DrBNumber (signed int val, int x, int y, int w=3) const;
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void DrSmallNumber (int val, int x, int y) const;
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void DrINumberOuter (signed int val, int x, int y, bool center=false, int w=9) const;
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void DrBNumberOuter (signed int val, int x, int y, int w=3) const;
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void DrBNumberOuterFont (signed int val, int x, int y, int w=3) const;
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void DrSmallNumberOuter (int val, int x, int y, bool center) const;
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void RefreshBackground () const;
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void GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const;
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public:
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AInventory *ValidateInvFirst (int numVisible) const;
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void DrawCrosshair ();
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int ST_X, ST_Y;
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int RelTop;
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int HorizontalResolution, VirticalResolution;
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bool Scaled;
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bool Centering;
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bool FixedOrigin;
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bool CompleteBorder;
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double CrosshairSize;
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double Displacement;
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enum
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{
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imgLAME = 0,
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imgNEGATIVE = 1,
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imgINumbers = 2,
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imgBNEGATIVE = 12,
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imgBNumbers = 13,
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imgSmNumbers = 23,
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NUM_BASESB_IMAGES = 33
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};
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FImageCollection Images;
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player_t *CPlayer;
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private:
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DBaseStatusBar() {}
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bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const;
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void DrawMessages (int layer, int bottom);
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void DrawConsistancy () const;
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void DrawWaiting () const;
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TObjPtr<DHUDMessage> Messages[NUM_HUDMSGLAYERS];
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bool ShowLog;
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};
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extern DBaseStatusBar *StatusBar;
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// Status bar factories -----------------------------------------------------
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DBaseStatusBar *CreateStrifeStatusBar();
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DBaseStatusBar *CreateCustomStatusBar(int script=0);
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// Crosshair stuff ----------------------------------------------------------
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void ST_FormatMapName(FString &mapname, const char *mapnamecolor = "");
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void ST_LoadCrosshair(bool alwaysload=false);
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void ST_Clear();
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extern FTexture *CrosshairImage;
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FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale);
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enum DI_Flags
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{
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DI_SKIPICON = 0x1,
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DI_SKIPALTICON = 0x2,
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DI_SKIPSPAWN = 0x4,
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DI_SKIPREADY = 0x8,
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DI_ALTICONFIRST = 0x10,
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DI_DRAWINBOX = 0x20, // Set when either width or height is not zero
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DI_FORCESCALE = 0x40,
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DI_ALTERNATEONFAIL = 0x80
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};
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#endif /* __SBAR_H__ */
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