/* ** sbar.h ** Base status bar definition ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** */ #ifndef __SBAR_H__ #define __SBAR_H__ #include "dobject.h" #include "v_collection.h" #include "v_text.h" #include "r_data/renderstyle.h" class player_t; struct FRemapTable; enum EHudState { HUD_StatusBar, HUD_Fullscreen, HUD_None, HUD_AltHud // Used for passing through popups to the alt hud }; class AWeapon; bool ST_IsTimeVisible(); bool ST_IsLatencyVisible(); // HUD Message base object -------------------------------------------------- // This is a mo-op base class to allow derived ZScript message types that can be managed by the status bar. class DHUDMessageBase : public DObject { DECLARE_CLASS(DHUDMessageBase, DObject) HAS_OBJECT_POINTERS public: virtual void Serialize(FSerializer &arc); virtual bool Tick() { return true; } // Returns true to indicate time for removal virtual void ScreenSizeChanged() {} virtual void Draw(int bottom, int visibility) {} bool CallTick(); // Returns true to indicate time for removal void CallScreenSizeChanged(); void CallDraw(int bottom, int visibility); private: TObjPtr Next = nullptr; uint32_t SBarID = 0; friend class DBaseStatusBar; }; // HUD Message -------------------------------------------------- class DHUDMessage : public DHUDMessageBase { DECLARE_CLASS (DHUDMessage, DHUDMessageBase) public: DHUDMessage (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight, EColorRange textColor, float holdTime); virtual void OnDestroy () override; virtual void Serialize(FSerializer &arc); virtual void Draw (int bottom, int visibility) override; virtual void ResetText (const char *text); virtual void DrawSetup (); virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight); virtual bool Tick () override; virtual void ScreenSizeChanged () override; void SetVisibility(int vis) { VisibilityFlags = vis; } void SetRenderStyle(ERenderStyle style) { Style = style; } void SetAlpha(float alpha) { Alpha = alpha; } void SetNoWrap(bool nowrap) { NoWrap = nowrap; ResetText(SourceText); } void SetClipRect(int x, int y, int width, int height, bool aspect) { ClipX = x; ClipY = y; ClipWidth = width; ClipHeight = height; HandleAspect = aspect; } void SetWrapWidth(int wrap) { WrapWidth = wrap; ResetText(SourceText); } protected: FBrokenLines *Lines; int Width, Height, NumLines; float Left, Top; bool CenterX, NoWrap; int HoldTics; int Tics; int State; int VisibilityFlags; int HUDWidth, HUDHeight; int ClipX, ClipY, ClipWidth, ClipHeight, WrapWidth; // in HUD coords int ClipLeft, ClipTop, ClipRight, ClipBot; // in screen coords bool HandleAspect; EColorRange TextColor; FFont *Font; FRenderStyle Style; double Alpha; void CalcClipCoords(int hudheight); DHUDMessage () : SourceText(NULL) {} private: char *SourceText; }; // HUD message visibility flags enum { HUDMSG_NotWith3DView = 1, HUDMSG_NotWithFullMap = 2, HUDMSG_NotWithOverlayMap = 4, }; // HUD Message; appear instantly, then fade out type ------------------------ class DHUDMessageFadeOut : public DHUDMessage { DECLARE_CLASS (DHUDMessageFadeOut, DHUDMessage) public: DHUDMessageFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight, EColorRange textColor, float holdTime, float fadeOutTime); virtual void Serialize(FSerializer &arc); virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight); virtual bool Tick (); protected: int FadeOutTics; DHUDMessageFadeOut() {} }; // HUD Message; fade in, then fade out type --------------------------------- class DHUDMessageFadeInOut : public DHUDMessageFadeOut { DECLARE_CLASS (DHUDMessageFadeInOut, DHUDMessageFadeOut) public: DHUDMessageFadeInOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight, EColorRange textColor, float holdTime, float fadeInTime, float fadeOutTime); virtual void Serialize(FSerializer &arc); virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight); virtual bool Tick (); protected: int FadeInTics; DHUDMessageFadeInOut() {} }; // HUD Message; type on, then fade out type --------------------------------- class DHUDMessageTypeOnFadeOut : public DHUDMessageFadeOut { DECLARE_CLASS (DHUDMessageTypeOnFadeOut, DHUDMessageFadeOut) public: DHUDMessageTypeOnFadeOut (FFont *font, const char *text, float x, float y, int hudwidth, int hudheight, EColorRange textColor, float typeTime, float holdTime, float fadeOutTime); virtual void Serialize(FSerializer &arc); virtual void DoDraw (int linenum, int x, int y, bool clean, int hudheight); virtual bool Tick (); virtual void ScreenSizeChanged (); protected: float TypeOnTime; int CurrLine; int LineVisible; int LineLen; DHUDMessageTypeOnFadeOut() {} }; // Mug shots ---------------------------------------------------------------- struct FMugShotFrame { TArray Graphic; int Delay; FMugShotFrame(); ~FMugShotFrame(); FTexture *GetTexture(const char *default_face, const char *skin_face, int random, int level=0, int direction=0, bool usesLevels=false, bool health2=false, bool healthspecial=false, bool directional=false); }; struct FMugShotState { uint8_t bUsesLevels:1; uint8_t bHealth2:1; // Health level is the 2nd character from the end. uint8_t bHealthSpecial:1; // Like health2 only the 2nd frame gets the normal health type. uint8_t bDirectional:1; // Faces direction of damage. uint8_t bFinished:1; unsigned int Position; int Time; int Random; FName State; TArray Frames; FMugShotState(FName name); ~FMugShotState(); void Tick(); void Reset(); FMugShotFrame &GetCurrentFrame() { return Frames[Position]; } FTexture *GetCurrentFrameTexture(const char *default_face, const char *skin_face, int level=0, int direction=0) { return GetCurrentFrame().GetTexture(default_face, skin_face, Random, level, direction, bUsesLevels, bHealth2, bHealthSpecial, bDirectional); } private: FMugShotState(); }; class player_t; class FMugShot { public: enum StateFlags { STANDARD = 0x0, XDEATHFACE = 0x1, ANIMATEDGODMODE = 0x2, DISABLEGRIN = 0x4, DISABLEOUCH = 0x8, DISABLEPAIN = 0x10, DISABLERAMPAGE = 0x20, CUSTOM = 0x40, }; FMugShot(); void Grin(bool grin=true) { bEvilGrin = grin; } void Reset(); void Tick(player_t *player); bool SetState(const char *state_name, bool wait_till_done=false, bool reset=false); int UpdateState(player_t *player, StateFlags stateflags=STANDARD); FTexture *GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags=STANDARD); private: FMugShotState *CurrentState; int RampageTimer; int LastDamageAngle; int FaceHealth; bool bEvilGrin; bool bDamageFaceActive; bool bNormal; bool bOuchActive; }; extern TArray MugShotStates; FMugShotState *FindMugShotState(FName state); int FindMugShotStateIndex(FName state); // Base Status Bar ---------------------------------------------------------- class FTexture; enum { HUDMSGLayer_OverHUD, HUDMSGLayer_UnderHUD, HUDMSGLayer_OverMap, NUM_HUDMSGLAYERS, HUDMSGLayer_Default = HUDMSGLayer_OverHUD, }; class DBaseStatusBar : public DObject { friend class DSBarInfo; DECLARE_CLASS (DBaseStatusBar, DObject) HAS_OBJECT_POINTERS public: // Popup screens for Strife's status bar enum { POP_NoChange = -1, POP_None, POP_Log, POP_Keys, POP_Status }; // Status face stuff enum { ST_NUMPAINFACES = 5, ST_NUMSTRAIGHTFACES = 3, ST_NUMTURNFACES = 2, ST_NUMSPECIALFACES = 3, ST_NUMEXTRAFACES = 2, ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES, ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES, ST_TURNOFFSET = ST_NUMSTRAIGHTFACES, ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES, ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1, ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1, ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE, ST_DEADFACE = ST_GODFACE + 1 }; enum EAlign { TOP = 0, VCENTER = 1, BOTTOM = 2, VOFFSET = 3, VMASK = 3, LEFT = 0, HCENTER = 4, RIGHT = 8, HOFFSET = 12, HMASK = 12, CENTER = VCENTER | HCENTER, CENTER_BOTTOM = BOTTOM | HCENTER }; DBaseStatusBar (); void SetSize(int reltop = 32, int hres = 320, int vres = 200, int hhres = -1, int hvres = -1); void OnDestroy() override; void AttachMessage (DHUDMessageBase *msg, uint32_t id=0, int layer=HUDMSGLayer_Default); DHUDMessageBase *DetachMessage (DHUDMessageBase *msg); DHUDMessageBase *DetachMessage (uint32_t id); void DetachAllMessages (); void ShowPlayerName (); double GetDisplacement() { return Displacement; } int GetPlayer (); static void AddBlend (float r, float g, float b, float a, float v_blend[4]); // do not make this a DObject Serialize function because it's not used like one! void SerializeMessages(FSerializer &arc); void SetScale(); virtual void Tick (); void CallTick(); virtual void Draw (EHudState state); void CallDraw(EHudState state); void DrawBottomStuff (EHudState state); void DrawTopStuff (EHudState state); void FlashItem (const PClass *itemtype); void AttachToPlayer(player_t *player); DVector2 GetHUDScale() const; virtual void FlashCrosshair (); virtual void BlendView (float blend[4]); void NewGame (); virtual void ScreenSizeChanged (); void CallScreenSizeChanged(); void ShowPop (int popnum); virtual bool MustDrawLog(EHudState state); virtual void SetMugShotState (const char *state_name, bool wait_till_done=false, bool reset=false); void DrawLog(); uint32_t GetTranslation() const; void DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY); void DrawString(FFont *font, const FString &cstring, double x, double y, int flags, double Alpha, int translation, int spacing, bool monospaced, int shadowX, int shadowY); void TransformRect(double &x, double &y, double &w, double &h, int flags = 0); void Fill(PalEntry color, double x, double y, double w, double h, int flags = 0); void SetClipRect(double x, double y, double w, double h, int flags = 0); void BeginStatusBar(int resW, int resH, int relTop, bool forceScaled); void BeginHUD(int resW, int resH, double Alpha, bool forceScaled = false); bool ForceHUDScale(bool on) { std::swap(ForcedScale, on); return on; } // This is for SBARINFO which should not use BeginStatusBar or BeginHUD. void StatusbarToRealCoords(double &x, double &y, double &w, double &h) const; int GetTopOfStatusbar() const { return SBarTop; } //protected: void DrawPowerups (); void RefreshBackground () const; public: AInventory *ValidateInvFirst (int numVisible) const; void DrawCrosshair (); // Sizing info for ths status bar. int ST_X; int ST_Y; int SBarTop; DVector2 SBarScale; int RelTop; int HorizontalResolution, VerticalResolution; bool Scaled; // This needs to go away. DVector2 defaultScale; // factor for fully scaled fullscreen display. bool ForcedScale = false; bool Centering; bool FixedOrigin; bool CompleteBorder; double CrosshairSize; double Displacement; bool ShowLog; int artiflashTick = 0; double itemflashFade = 0.75; player_t *CPlayer; double Alpha = 1.; DVector2 drawOffset = { 0,0 }; // can be set by subclasses to offset drawing operations double drawClip[4] = { 0,0,0,0 }; // defines a clipping rectangle (not used yet) bool fullscreenOffsets = false; // current screen is displayed with fullscreen behavior. FMugShot mugshot; private: bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const; void DrawMessages (int layer, int bottom); void DrawConsistancy () const; void DrawWaiting () const; void SetDrawSize(int reltop, int hres, int vres); TObjPtr Messages[NUM_HUDMSGLAYERS]; int BaseRelTop; int BaseSBarHorizontalResolution; int BaseSBarVerticalResolution; int BaseHUDHorizontalResolution; int BaseHUDVerticalResolution; }; extern DBaseStatusBar *StatusBar; // Status bar factories ----------------------------------------------------- DBaseStatusBar *CreateCustomStatusBar(int script=0); // Crosshair stuff ---------------------------------------------------------- void ST_FormatMapName(FString &mapname, const char *mapnamecolor = ""); void ST_LoadCrosshair(bool alwaysload=false); void ST_Clear(); void ST_CreateStatusBar(bool bTitleLevel); extern FTexture *CrosshairImage; FTextureID GetInventoryIcon(AInventory *item, uint32_t flags, bool *applyscale); enum DI_Flags { DI_SKIPICON = 0x1, DI_SKIPALTICON = 0x2, DI_SKIPSPAWN = 0x4, DI_SKIPREADY = 0x8, DI_ALTICONFIRST = 0x10, DI_TRANSLATABLE = 0x20, DI_FORCESCALE = 0x40, DI_DIM = 0x80, DI_DRAWCURSORFIRST = 0x100, // only for DrawInventoryBar. DI_ALWAYSSHOWCOUNT = 0x200, // only for DrawInventoryBar. DI_DIMDEPLETED = 0x400, DI_DONTANIMATE = 0x800, // do not animate the texture DI_SCREEN_AUTO = 0, // decide based on given offsets. DI_SCREEN_MANUAL_ALIGN = 0x4000, // If this is on, the following flags will have an effect DI_SCREEN_TOP = DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_VCENTER = 0x8000 | DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_BOTTOM = 0x10000 | DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_VOFFSET = 0x18000 | DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_VMASK = 0x18000 | DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_LEFT = DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_HCENTER = 0x20000 | DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_RIGHT = 0x40000 | DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN, DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP|DI_SCREEN_LEFT, DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP|DI_SCREEN_RIGHT, DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_LEFT, DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT, DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER, DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_HCENTER, DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET|DI_SCREEN_VOFFSET, DI_ITEM_AUTO = 0, // equivalent with bottom center, which is the default alignment. DI_ITEM_TOP = 0x80000, DI_ITEM_VCENTER = 0x100000, DI_ITEM_BOTTOM = 0, // this is the default vertical alignment DI_ITEM_VOFFSET = 0x180000, DI_ITEM_VMASK = 0x180000, DI_ITEM_LEFT = 0x200000, DI_ITEM_HCENTER = 0, // this is the deafault horizontal alignment DI_ITEM_RIGHT = 0x400000, DI_ITEM_HOFFSET = 0x600000, DI_ITEM_HMASK = 0x600000, DI_ITEM_LEFT_TOP = DI_ITEM_TOP|DI_ITEM_LEFT, DI_ITEM_RIGHT_TOP = DI_ITEM_TOP|DI_ITEM_RIGHT, DI_ITEM_LEFT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_LEFT, DI_ITEM_RIGHT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_RIGHT, DI_ITEM_CENTER = DI_ITEM_VCENTER|DI_ITEM_HCENTER, DI_ITEM_CENTER_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_HCENTER, DI_ITEM_OFFSETS = DI_ITEM_HOFFSET|DI_ITEM_VOFFSET, DI_TEXT_ALIGN_LEFT = 0, DI_TEXT_ALIGN_RIGHT = 0x800000, DI_TEXT_ALIGN_CENTER = 0x1000000, DI_TEXT_ALIGN = 0x1800000, DI_ALPHAMAPPED = 0x2000000, DI_NOSHADOW = 0x4000000, DI_ALWAYSSHOWCOUNTERS = 0x8000000, DI_ARTIFLASH = 0x10000000, DI_FORCEFILL = 0x20000000, // These 2 flags are only used by SBARINFO so these duplicate other flags not used by SBARINFO DI_DRAWINBOX = DI_TEXT_ALIGN_RIGHT, DI_ALTERNATEONFAIL = DI_TEXT_ALIGN_CENTER, }; #endif /* __SBAR_H__ */