mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-30 16:00:55 +00:00
Setting everything up.
This commit is contained in:
parent
14776aebb6
commit
e5ca3caa6c
7 changed files with 241 additions and 21 deletions
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@ -132,6 +132,18 @@ DEFINE_FIELD(DPSprite, x)
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DEFINE_FIELD(DPSprite, y)
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DEFINE_FIELD(DPSprite, oldx)
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DEFINE_FIELD(DPSprite, oldy)
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DEFINE_FIELD(DPSprite, px)
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DEFINE_FIELD(DPSprite, py)
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DEFINE_FIELD(DPSprite, oldpx)
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DEFINE_FIELD(DPSprite, oldpy)
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DEFINE_FIELD(DPSprite, scalex)
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DEFINE_FIELD(DPSprite, scaley)
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DEFINE_FIELD(DPSprite, oldscalex)
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DEFINE_FIELD(DPSprite, oldscaley)
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DEFINE_FIELD(DPSprite, rotation)
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DEFINE_FIELD(DPSprite, oldrotation)
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DEFINE_FIELD(DPSprite, PivotPercent)
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DEFINE_FIELD(DPSprite, PivotScreen)
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DEFINE_FIELD(DPSprite, firstTic)
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DEFINE_FIELD(DPSprite, Tics)
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DEFINE_FIELD(DPSprite, Translation)
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@ -143,6 +155,8 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bCVarFast, PSPF_CVARFAST)
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DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP)
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DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN)
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//------------------------------------------------------------------------
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//
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@ -163,7 +177,15 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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Sprite(0),
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Frame(0),
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ID(id),
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processPending(true)
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processPending(true),
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scalex(1.0), scaley(1.0),
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px(.0), py(.0),
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rotation(.0),
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oldscalex(.0), oldscaley(.0),
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oldpx(.0), oldpy(.0),
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oldrotation(.0),
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PivotPercent(true),
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PivotScreen(false)
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{
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alpha = 1;
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Renderstyle = STYLE_Normal;
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@ -192,7 +214,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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Next->Destroy(); // Replace it.
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if (Caller->IsKindOf(NAME_Weapon) || Caller->IsKindOf(NAME_PlayerPawn))
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Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST);
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Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST|PSPF_PIVOTPERCENT);
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}
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//------------------------------------------------------------------------
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@ -639,9 +661,10 @@ DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayOffset
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// PROC A_OverlayScale
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//
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//---------------------------------------------------------------------------
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enum WOFFlags
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{
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WOF_KEEPX = 1,
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@ -650,6 +673,127 @@ enum WOFFlags
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WOF_INTERPOLATE = 1 << 3,
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};
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer)
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PARAM_FLOAT(wx)
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PARAM_FLOAT(wy)
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PARAM_INT(flags)
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if (!ACTION_CALL_FROM_PSPRITE())
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return 0;
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DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
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if (pspr == nullptr)
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return 0;
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if (flags & WOF_ADD)
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{
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if (!(flags & WOF_KEEPX))
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pspr->scalex += wx;
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if (!(flags & WOF_KEEPY))
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pspr->scaley += (wy != 0.0 ? wy : wx);
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}
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else
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{
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if (!(flags & WOF_KEEPX))
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pspr->scalex = wx;
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if (!(flags & WOF_KEEPY))
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pspr->scaley = (wy != 0.0 ? wy : wx);
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}
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if (!(flags & WOF_INTERPOLATE))
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{
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pspr->oldscalex = pspr->scalex;
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pspr->oldscaley = pspr->scaley;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayRotate
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer)
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PARAM_FLOAT(degrees)
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PARAM_INT(flags)
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if (!ACTION_CALL_FROM_PSPRITE())
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return 0;
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DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
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if (pspr == nullptr)
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return 0;
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pspr->rotation = (flags & WOF_ADD) ? pspr->rotation + degrees : degrees;
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if (!(flags & WOF_INTERPOLATE))
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pspr->oldrotation = degrees;
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayPivot
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivot)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer)
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PARAM_FLOAT(wx)
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PARAM_FLOAT(wy)
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PARAM_INT(flags)
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if (!ACTION_CALL_FROM_PSPRITE())
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return 0;
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DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
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if (pspr == nullptr)
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return 0;
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if (flags & WOF_ADD)
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{
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if (!(flags & WOF_KEEPX))
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pspr->px += wx;
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if (!(flags & WOF_KEEPY))
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pspr->py += (wy != 0.0 ? wy : wx);
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}
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else
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{
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if (!(flags & WOF_KEEPX))
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pspr->px = wx;
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if (!(flags & WOF_KEEPY))
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pspr->py = (wy != 0.0 ? wy : wx);
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}
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if (!(flags & WOF_INTERPOLATE))
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{
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pspr->oldpx = pspr->px;
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pspr->oldpy = pspr->py;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayOffset
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//
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//---------------------------------------------------------------------------
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void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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{
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if ((flags & WOF_KEEPX) && (flags & WOF_KEEPY))
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@ -70,7 +70,9 @@ enum PSPFlags
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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PSPF_MIRROR = 1 << 9,
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PSPF_PLAYERTRANSLATED = 1 << 10
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PSPF_PLAYERTRANSLATED = 1 << 10,
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PSPF_PIVOTPERCENT = 1 << 11,
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PSPF_PIVOTSCREEN = 1 << 12,
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};
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class DPSprite : public DObject
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@ -97,6 +99,14 @@ public:
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std::pair<FRenderStyle, float> GetRenderStyle(FRenderStyle ownerstyle, double owneralpha);
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float GetYAdjust(bool fullscreen);
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bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position.
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bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
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double px, py; // pivot points
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double oldpx, oldpy;
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double rotation; // How much rotation to apply.
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double oldrotation;
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double scalex, scaley; // Scale
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double oldscalex, oldscaley;
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double x, y, alpha;
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double oldx, oldy;
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bool firstTic;
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@ -291,7 +291,7 @@ public:
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void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
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void PreparePlayerSprites(sector_t * viewsector, area_t in_area);
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void PrepareTargeterSprites();
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void PrepareTargeterSprites(WeaponPosition *weap);
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void UpdateCurrentMapSection();
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void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
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@ -169,17 +169,32 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
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{
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w.wx = (float)w.weapon->x;
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w.wy = (float)w.weapon->y;
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w.sx = (float)w.weapon->scalex;
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w.sy = (float)w.weapon->scaley;
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w.px = (float)w.weapon->px;
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w.py = (float)w.weapon->py;
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w.r = (float)w.weapon->rotation;
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}
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else
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{
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w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
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w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
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w.px = (float)(w.weapon->oldpx + (w.weapon->px - w.weapon->oldpx) * ticFrac);
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w.py = (float)(w.weapon->oldpy + (w.weapon->py - w.weapon->oldpy) * ticFrac);
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w.sx = (float)(w.weapon->oldscalex + (w.weapon->scalex - w.weapon->oldscalex) * ticFrac);
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w.sy = (float)(w.weapon->oldscaley + (w.weapon->scaley - w.weapon->oldscaley) * ticFrac);
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w.r = (float)(w.weapon->oldrotation + (w.weapon->rotation - w.weapon->oldrotation) * ticFrac);
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}
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}
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else
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{
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w.wx = 0;
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w.wy = 0;
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w.px = 0;
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w.py = 0;
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w.sx = 0;
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w.sy = 0;
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w.r = 0;
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}
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return w;
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}
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@ -407,7 +422,7 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
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//
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//==========================================================================
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bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player)
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bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, WeaponPosition *weap)
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{
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float tx;
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float scale;
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@ -470,10 +485,42 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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auto verts = screen->mVertexData->AllocVertices(4);
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mx = verts.second;
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if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
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{
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double radang = psp->rotation * (pi::pi() / 180.);
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double cosang = cos(radang);
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double sinang = sin(radang);
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double xcenter = psp->x;
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double ycenter = psp->y;
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double xx1 = xcenter + psp->scalex * (x1 * cosang + y1 * sinang);
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double yy1 = ycenter + psp->scaley * (x1 * sinang - y1 * cosang);
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double xx2 = xcenter + psp->scalex * (x1 * cosang + y2 * sinang);
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double yy2 = ycenter + psp->scaley * (x1 * sinang - y2 * cosang);
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double xx3 = xcenter + psp->scalex * (x2 * cosang + y1 * sinang);
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double yy3 = ycenter + psp->scaley * (x2 * sinang - y1 * cosang);
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double xx4 = xcenter + psp->scalex * (x2 * cosang + y2 * sinang);
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double yy4 = ycenter + psp->scaley * (x2 * sinang - y2 * cosang);
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verts.first[0].Set(xx1, yy1, 0, u1, v1);
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verts.first[1].Set(xx2, yy2, 0, u1, v2);
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verts.first[2].Set(xx3, yy3, 0, u2, v1);
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verts.first[3].Set(xx4, yy4, 0, u2, v2);
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}
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else
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{
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verts.first[0].Set(x1, y1, 0, u1, v1);
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verts.first[1].Set(x1, y2, 0, u1, v2);
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verts.first[2].Set(x2, y1, 0, u2, v1);
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verts.first[3].Set(x2, y2, 0, u2, v2);
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}
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texture = tex;
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return true;
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@ -554,12 +601,12 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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}
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else
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{
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if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player)) continue;
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if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, &weap)) continue;
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}
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hudsprites.Push(hudsprite);
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}
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lightmode = oldlightmode;
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PrepareTargeterSprites();
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PrepareTargeterSprites(&weap);
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}
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@ -569,7 +616,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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//
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//==========================================================================
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void HWDrawInfo::PrepareTargeterSprites()
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void HWDrawInfo::PrepareTargeterSprites(WeaponPosition *weap)
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{
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AActor * playermo = players[consoleplayer].camera;
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player_t * player = playermo->player;
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@ -601,7 +648,8 @@ void HWDrawInfo::PrepareTargeterSprites()
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if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr))
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{
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hudsprite.weapon = psp;
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if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player))
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if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player, weap))
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{
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hudsprites.Push(hudsprite);
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}
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@ -15,6 +15,9 @@ struct WeaponPosition
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{
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float wx, wy;
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float bobx, boby;
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float sx, sy;
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float px, py;
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float r;
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DPSprite *weapon;
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};
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@ -47,6 +50,6 @@ struct HUDSprite
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void SetBright(bool isbelow);
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bool GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &light);
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bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player);
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bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, WeaponPosition *weap);
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};
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@ -1183,6 +1183,9 @@ class Actor : Thinker native
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action native bool A_Overlay(int layer, statelabel start = null, bool nooverride = false);
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native void A_WeaponOffset(double wx = 0, double wy = 32, int flags = 0);
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action native void A_OverlayScale(int layer, double wx = 1, double wy = 0, int flags = 0);
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action native void A_OverlayRotate(int layer, double degrees = 0, int flags = 0);
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action native void A_OverlayPivot(int layer, double wx = 0.5, double wy = 0.5, int flags = 0);
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action native void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0, double wy = 32, int flags = 0);
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action native void A_OverlayFlags(int layer, int flags, bool set);
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action native void A_OverlayAlpha(int layer, double alph);
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@ -2557,6 +2557,16 @@ class PSprite : Object native play
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native double y;
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native double oldx;
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native double oldy;
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native double px;
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native double py;
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native double oldpx;
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native double oldpy;
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native double scalex;
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native double scaley;
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native double oldscalex;
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native double oldscaley;
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native double rotation;
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native double oldrotation;
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native double alpha;
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native Bool firstTic;
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native int Tics;
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@ -2568,6 +2578,8 @@ class PSprite : Object native play
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native bool bFlip;
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native bool bMirror;
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native bool bPlayerTranslated;
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native bool bPivotPercent;
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native bool bPivotScreen;
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native void SetState(State newstate, bool pending = false);
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