* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
Some reorganization to avoid code duplication plus making the log screen capable of using the generic font. This also means that the popup for the log in Strife's status bar will be disabled when in generic mode - this popup with its special font would be a bit problematic.
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored.
This hasn't been tested yet, so it may not work as intended!
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.
The static 'level' has been mostly removed from the code except some places that still need work.
This made reviewing the code for accessing the global state hard, because the doomdef.h contains mainly constants, this particular item was the only thing in there that represents actual engine state.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
I have to wonder why it had to use such a complicated implementation that provided no advantages whatsoever.
The new code is just 1/5th of the old one's size and much closer to Hexen's original implementation which also was a simple array but with no means to resize the queue.
Since the entire font setup is very much incapable of handling this during rendering, short of a complete rewrite, it was necessary to put the relevant code into the places which process the characters for drawing so that it can disable the translation table (which needs to be passed as raw data to the draw functions) and keep track of both the translatable and the original variant of the character graphics.
This was done to make reviewing easier, again because it is virtually impossible to search for the operators in the code.
Going through this revealed quite a few places where texture animations were on but shouldn't and even more places that did not check PASLVERS, although they were preparing some paletted rendering.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
- offloaded key list generation for alternative HUD to non-UI parts.
This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference
class BuggyStatusBar : DoomStatusBar
{
override void Init()
{
// No super.Init()
}
}
This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.