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201e17082c
when the menu is visible, so they can no longer obscure the menu. SVN r87 (trunk)
259 lines
7.5 KiB
C++
259 lines
7.5 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 1998-2005 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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#include "dobject.h"
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#include "m_fixed.h"
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#include "v_collection.h"
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#include "v_text.h"
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struct patch_t;
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class player_s;
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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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};
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class AWeapon;
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class DHUDMessage : public DObject
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{
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DECLARE_CLASS (DHUDMessage, DObject)
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public:
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DHUDMessage (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 (FArchive &arc);
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void Draw (int bottom);
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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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protected:
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brokenlines_t *Lines;
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int Width, Height, NumLines;
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float Left, Top;
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bool CenterX;
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int HoldTics;
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int Tics;
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int State;
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int HUDWidth, HUDHeight;
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EColorRange TextColor;
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FFont *Font;
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DHUDMessage () : SourceText(NULL) {}
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private:
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DHUDMessage *Next;
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DWORD SBarID;
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char *SourceText;
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friend class FBaseStatusBar;
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};
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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 (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 (FArchive &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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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 (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 (FArchive &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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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 (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 (FArchive &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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class FTexture;
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class AAmmo;
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class FBaseStatusBar
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{
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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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FBaseStatusBar (int reltop);
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virtual ~FBaseStatusBar ();
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void SetScaled (bool scale);
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void AttachMessage (DHUDMessage *msg, DWORD id=0);
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DHUDMessage *DetachMessage (DHUDMessage *msg);
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DHUDMessage *DetachMessage (DWORD id);
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void DetachAllMessages ();
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bool CheckMessage (DHUDMessage *msg);
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void ShowPlayerName ();
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fixed_t 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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virtual void Serialize (FArchive &arc);
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virtual void Tick ();
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virtual void Draw (EHudState state);
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void DrawTopStuff (EHudState state);
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virtual void FlashItem (const TypeInfo *itemtype);
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virtual void AttachToPlayer (player_s *player);
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virtual void FlashCrosshair ();
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virtual void BlendView (float blend[4]);
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virtual void SetFace (void *); // Takes a FPlayerSkin as input
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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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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, byte *translation=NULL) const;
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void DrawFadedImage (FTexture *image, int x, int y, fixed_t shade) 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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bool Scaled;
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bool Centering;
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bool FixedOrigin;
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fixed_t CrosshairSize;
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fixed_t 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_s *CPlayer;
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private:
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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 bottom) const;
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void DrawConsistancy () const;
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static byte DamageToAlpha[114];
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DHUDMessage *Messages;
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};
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extern FBaseStatusBar *StatusBar;
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FBaseStatusBar *CreateDoomStatusBar ();
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FBaseStatusBar *CreateHereticStatusBar ();
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FBaseStatusBar *CreateHexenStatusBar ();
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FBaseStatusBar *CreateStrifeStatusBar ();
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