raze-gles/source/common/2d/v_draw.cpp

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/*
** v_draw.cpp
** Draw patches and blocks to a canvas
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 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.
**---------------------------------------------------------------------------
**
*/
#include <stdio.h>
#include <stdarg.h>
#include "v_draw.h"
#include "vm.h"
#include "templates.h"
#include "texturemanager.h"
#include "r_videoscale.h"
#include "c_cvars.h"
EXTERN_CVAR(Int, vid_aspect)
EXTERN_CVAR(Int, uiscale)
CVAR(Bool, ui_screenborder_classic_scaling, true, CVAR_ARCHIVE)
static void VirtualToRealCoords(F2DDrawer* drawer, double Width, double Height, double& x, double& y, double& w, double& h,
double vwidth, double vheight, bool vbottom, bool handleaspect);
// Helper for ActiveRatio and CheckRatio. Returns the forced ratio type, or -1 if none.
int ActiveFakeRatio(int width, int height)
{
int fakeratio = -1;
if ((vid_aspect >= 1) && (vid_aspect <= 6))
{
// [SP] User wants to force aspect ratio; let them.
fakeratio = int(vid_aspect);
if (fakeratio == 3)
{
fakeratio = 0;
}
else if (fakeratio == 5)
{
fakeratio = 3;
}
}
return fakeratio;
}
// Active screen ratio based on cvars and size
float ActiveRatio(int width, int height, float* trueratio)
{
static float forcedRatioTypes[] =
{
4 / 3.0f,
16 / 9.0f,
16 / 10.0f,
17 / 10.0f,
5 / 4.0f,
17 / 10.0f,
21 / 9.0f
};
float ratio = width / (float)height;
int fakeratio = ActiveFakeRatio(width, height);
if (trueratio)
*trueratio = ratio;
return (fakeratio != -1) ? forcedRatioTypes[fakeratio] : (ratio / ViewportPixelAspect());
}
bool AspectTallerThanWide(float aspect)
{
return aspect < 1.333f;
}
int AspectBaseWidth(float aspect)
{
return (int)round(240.0f * aspect * 3.0f);
}
int AspectBaseHeight(float aspect)
{
if (!AspectTallerThanWide(aspect))
return (int)round(200.0f * (320.0f / (AspectBaseWidth(aspect) / 3.0f)) * 3.0f);
else
return (int)round((200.0f * (4.0f / 3.0f)) / aspect * 3.0f);
}
double AspectPspriteOffset(float aspect)
{
if (!AspectTallerThanWide(aspect))
return 0.0;
else
return ((4.0 / 3.0) / aspect - 1.0) * 97.5;
}
int AspectMultiplier(float aspect)
{
if (!AspectTallerThanWide(aspect))
return (int)round(320.0f / (AspectBaseWidth(aspect) / 3.0f) * 48.0f);
else
return (int)round(200.0f / (AspectBaseHeight(aspect) / 3.0f) * 48.0f);
}
int GetUIScale(F2DDrawer *drawer, int altval)
{
int scaleval;
if (altval > 0) scaleval = altval;
else if (uiscale == 0)
{
// Default should try to scale to 640x400
int vscale = drawer->GetHeight() / 400;
int hscale = drawer->GetWidth() / 640;
scaleval = clamp(vscale, 1, hscale);
}
else scaleval = uiscale;
// block scales that result in something larger than the current screen.
int vmax = drawer->GetHeight() / 200;
int hmax = drawer->GetWidth() / 320;
int max = MAX(vmax, hmax);
return MAX(1,MIN(scaleval, max));
}
// The new console font is twice as high, so the scaling calculation must factor that in.
int GetConScale(F2DDrawer* drawer, int altval)
{
int scaleval;
if (altval > 0) scaleval = (altval+1) / 2;
else if (uiscale == 0)
{
// Default should try to scale to 640x400
int vscale = drawer->GetHeight() / 800;
int hscale = drawer->GetWidth() / 1280;
scaleval = clamp(vscale, 1, hscale);
}
else scaleval = (uiscale+1) / 2;
// block scales that result in something larger than the current screen.
int vmax = drawer->GetHeight() / 400;
int hmax = drawer->GetWidth() / 640;
int max = MAX(vmax, hmax);
return MAX(1, MIN(scaleval, max));
}
// [RH] Stretch values to make a 320x200 image best fit the screen
// without using fractional steppings
int CleanXfac, CleanYfac;
// [RH] Effective screen sizes that the above scale values give you
int CleanWidth, CleanHeight;
// Above minus 1 (or 1, if they are already 1)
int CleanXfac_1, CleanYfac_1, CleanWidth_1, CleanHeight_1;
//==========================================================================
//
// Internal texture drawing function
//
//==========================================================================
void DrawTexture(F2DDrawer *drawer, FGameTexture* img, double x, double y, int tags_first, ...)
{
Va_List tags;
va_start(tags.list, tags_first);
DrawParms parms;
if (!img || !img->isValid()) return;
bool res = ParseDrawTextureTags(drawer, img, x, y, tags_first, tags, &parms, false);
va_end(tags.list);
if (!res)
{
return;
}
drawer->AddTexture(img, parms);
}
//==========================================================================
//
// ZScript texture drawing function
//
//==========================================================================
int ListGetInt(VMVa_List &tags);
static void DrawTexture(F2DDrawer *drawer, FGameTexture *img, double x, double y, VMVa_List &args)
{
DrawParms parms;
uint32_t tag = ListGetInt(args);
if (!img || !img->isValid()) return;
bool res = ParseDrawTextureTags(drawer, img, x, y, tag, args, &parms, false);
if (!res) return;
drawer->AddTexture(img, parms);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawTexture)
{
PARAM_PROLOGUE;
PARAM_INT(texid);
PARAM_BOOL(animate);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
auto tex = TexMan.GameByIndex(texid, animate);
VMVa_List args = { param + 4, 0, numparam - 5, va_reginfo + 4 };
DrawTexture(twod, tex, x, y, args);
return 0;
}
//==========================================================================
//
// ZScript arbitrary textured shape drawing functions
//
//==========================================================================
void DrawShape(F2DDrawer *drawer, FGameTexture *img, DShape2D *shape, int tags_first, ...)
{
Va_List tags;
va_start(tags.list, tags_first);
DrawParms parms;
bool res = ParseDrawTextureTags(drawer, img, 0, 0, tags_first, tags, &parms, false);
va_end(tags.list);
if (!res) return;
drawer->AddShape(img, shape, parms);
}
void DrawShape(F2DDrawer *drawer, FGameTexture *img, DShape2D *shape, VMVa_List &args)
{
DrawParms parms;
uint32_t tag = ListGetInt(args);
bool res = ParseDrawTextureTags(drawer, img, 0, 0, tag, args, &parms, false);
if (!res) return;
drawer->AddShape(img, shape, parms);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawShape)
{
PARAM_PROLOGUE;
PARAM_INT(texid);
PARAM_BOOL(animate);
PARAM_POINTER(shape, DShape2D);
PARAM_VA_POINTER(va_reginfo) // Get the hidden type information array
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
auto tex = TexMan.GameByIndex(texid, animate);
VMVa_List args = { param + 3, 0, numparam - 4, va_reginfo + 3 };
DrawShape(twod, tex, shape, args);
return 0;
}
//==========================================================================
//
// Clipping rect
//
//==========================================================================
void F2DDrawer::SetClipRect(int x, int y, int w, int h)
{
clipleft = clamp(x, 0, GetWidth());
clipwidth = clamp(w, -1, GetWidth() - x);
cliptop = clamp(y, 0, GetHeight());
clipheight = clamp(h, -1, GetHeight() - y);
}
DEFINE_ACTION_FUNCTION(_Screen, SetClipRect)
{
PARAM_PROLOGUE;
PARAM_INT(x);
PARAM_INT(y);
PARAM_INT(w);
PARAM_INT(h);
twod->SetClipRect(x, y, w, h);
return 0;
}
DEFINE_ACTION_FUNCTION(_Screen, ClearClipRect)
{
PARAM_PROLOGUE;
twod->ClearClipRect();
return 0;
}
void F2DDrawer::GetClipRect(int *x, int *y, int *w, int *h)
{
if (x) *x = clipleft;
if (y) *y = cliptop;
if (w) *w = clipwidth;
if (h) *h = clipheight;
}
DEFINE_ACTION_FUNCTION(_Screen, GetClipRect)
{
PARAM_PROLOGUE;
int x, y, w, h;
twod->GetClipRect(&x, &y, &w, &h);
if (numret > 0) ret[0].SetInt(x);
if (numret > 1) ret[1].SetInt(y);
if (numret > 2) ret[2].SetInt(w);
if (numret > 3) ret[3].SetInt(h);
return MIN(numret, 4);
}
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void CalcFullscreenScale(DrawParms *parms, double srcwidth, double srcheight, int oautoaspect, DoubleRect &rect)
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{
auto GetWidth = [=]() { return parms->viewport.width; };
auto GetHeight = [=]() {return parms->viewport.height; };
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int autoaspect = oautoaspect;
if (autoaspect == FSMode_ScaleToScreen)
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{
rect.left = rect.top = 0;
rect.width = GetWidth();
rect.height = GetHeight();
return;
}
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double aspect;
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if (srcheight == 200) srcheight = 240.;
else if (srcheight == 400) srcheight = 480;
aspect = srcwidth / srcheight;
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rect.left = rect.top = 0;
auto screenratio = ActiveRatio(GetWidth(), GetHeight());
if (autoaspect == FSMode_ScaleToFit43 || autoaspect == FSMode_ScaleToFit43Top || autoaspect == FSMode_ScaleToFit43Bottom)
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{
// screen is wider than the image -> pillarbox it. 4:3 images must also be pillarboxed if the screen is taller than the image
if (screenratio >= aspect || aspect < 1.4) autoaspect = FSMode_ScaleToFit;
else if (screenratio > 1.32) autoaspect = FSMode_ScaleToFill; // on anything 4:3 and wider crop the sides of the image.
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else
{
// special case: Crop image to 4:3 and then letterbox this. This avoids too much cropping on narrow windows.
double width4_3 = srcheight * (4. / 3.);
rect.width = (double)GetWidth() * srcwidth / width4_3;
rect.height = GetHeight() * screenratio * (3. / 4.); // use 4:3 for the image
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rect.left = (double)GetWidth() * (-(srcwidth - width4_3) / 2) / width4_3;
switch (oautoaspect)
{
default:
rect.top = (GetHeight() - rect.height) / 2;
break;
case FSMode_ScaleToFit43Top:
rect.top = 0;
break;
case FSMode_ScaleToFit43Bottom:
rect.top = (GetHeight() - rect.height);
break;
}
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return;
}
}
if (autoaspect == FSMode_ScaleToHeight || (screenratio > aspect) ^ (autoaspect == FSMode_ScaleToFill))
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{
// pillarboxed or vertically cropped (i.e. scale to height)
rect.height = GetHeight();
rect.width = GetWidth() * aspect / screenratio;
rect.left = (GetWidth() - rect.width) / 2;
}
else
{
// letterboxed or horizontally cropped (i.e. scale to width)
rect.width = GetWidth();
rect.height = GetHeight() * screenratio / aspect;
switch (oautoaspect)
{
default:
rect.top = (GetHeight() - rect.height) / 2;
break;
case FSMode_ScaleToFit43Top:
rect.top = 0;
break;
case FSMode_ScaleToFit43Bottom:
rect.top = (GetHeight() - rect.height);
break;
}
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}
}
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void GetFullscreenRect(double width, double height, int fsmode, DoubleRect* rect)
{
DrawParms parms;
parms.viewport.width = twod->GetWidth();
parms.viewport.height = twod->GetHeight();
CalcFullscreenScale(&parms, width, height, fsmode, *rect);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Screen, GetFullscreenRect, GetFullscreenRect)
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{
PARAM_PROLOGUE;
PARAM_FLOAT(virtw);
PARAM_FLOAT(virth);
PARAM_INT(fsmode);
DrawParms parms;
DoubleRect rect;
parms.viewport.width = twod->GetWidth();
parms.viewport.height = twod->GetHeight();
CalcFullscreenScale(&parms, virtw, virth, fsmode, rect);
if (numret >= 1) ret[0].SetFloat(rect.left);
if (numret >= 2) ret[1].SetFloat(rect.top);
if (numret >= 3) ret[2].SetFloat(rect.width);
if (numret >= 4) ret[3].SetFloat(rect.height);
return MIN(numret, 4);
}
//==========================================================================
//
// Draw parameter parsing
//
//==========================================================================
bool SetTextureParms(F2DDrawer * drawer, DrawParms *parms, FGameTexture *img, double xx, double yy)
{
auto GetWidth = [=]() { return parms->viewport.width; };
auto GetHeight = [=]() {return parms->viewport.height; };
if (img != NULL)
{
parms->x = xx;
parms->y = yy;
parms->texwidth = img->GetDisplayWidth();
parms->texheight = img->GetDisplayHeight();
if (parms->top == INT_MAX || parms->fortext)
{
parms->top = img->GetDisplayTopOffset();
}
if (parms->left == INT_MAX || parms->fortext)
{
parms->left = img->GetDisplayLeftOffset();
}
if (parms->destwidth == INT_MAX || parms->fortext)
{
parms->destwidth = parms->texwidth;
}
if (parms->destheight == INT_MAX || parms->fortext)
{
parms->destheight = parms->texheight;
}
parms->destwidth *= parms->patchscalex;
parms->destheight *= parms->patchscaley;
if (parms->flipoffsets && parms->flipY) parms->top = parms->texheight - parms->top;
if (parms->flipoffsets && parms->flipX) parms->left = parms->texwidth - parms->left;
switch (parms->cleanmode)
{
default:
break;
case DTA_Clean:
parms->x = (parms->x - 160.0) * CleanXfac + (GetWidth() * 0.5);
parms->y = (parms->y - 100.0) * CleanYfac + (GetHeight() * 0.5);
parms->destwidth = parms->texwidth * CleanXfac;
parms->destheight = parms->texheight * CleanYfac;
break;
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case DTA_CleanTop:
parms->x = (parms->x - 160.0) * CleanXfac + (GetWidth() * 0.5);
parms->y = (parms->y) * CleanYfac;
parms->destwidth = parms->texwidth * CleanXfac;
parms->destheight = parms->texheight * CleanYfac;
break;
case DTA_CleanNoMove:
parms->destwidth = parms->texwidth * CleanXfac;
parms->destheight = parms->texheight * CleanYfac;
break;
case DTA_CleanNoMove_1:
parms->destwidth = parms->texwidth * CleanXfac_1;
parms->destheight = parms->texheight * CleanYfac_1;
break;
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case DTA_Base:
if (parms->fsscalemode > 0)
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{
// First calculate the destination rect for an image of the given size and then reposition this object in it.
DoubleRect rect;
CalcFullscreenScale(parms, parms->virtWidth, parms->virtHeight, parms->fsscalemode, rect);
double adder = parms->keepratio < 0 ? 0 : parms->keepratio == 0 ? rect.left : 2 * rect.left;
parms->x = parms->viewport.left + adder + parms->x * rect.width / parms->virtWidth;
parms->y = parms->viewport.top + rect.top + parms->y * rect.height / parms->virtHeight;
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parms->destwidth = parms->destwidth * rect.width / parms->virtWidth;
parms->destheight = parms->destheight * rect.height / parms->virtHeight;
return false;
}
break;
case DTA_Fullscreen:
case DTA_FullscreenEx:
{
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DoubleRect rect;
CalcFullscreenScale(parms, parms->texwidth, parms->texheight, parms->fsscalemode, rect);
parms->keepratio = -1;
parms->x = parms->viewport.left + rect.left;
parms->y = parms->viewport.top + rect.top;
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parms->destwidth = rect.width;
parms->destheight = rect.height;
parms->top = parms->left = 0;
return false; // Do not call VirtualToRealCoords for this!
}
case DTA_HUDRules:
case DTA_HUDRulesC:
{
// Note that this has been deprecated and become non-functional. The HUD should be drawn by the status bar.
bool xright = parms->x < 0;
bool ybot = parms->y < 0;
DVector2 scale = { 1., 1. };
parms->x *= scale.X;
if (parms->cleanmode == DTA_HUDRulesC)
parms->x += GetWidth() * 0.5;
else if (xright)
parms->x = GetWidth() + parms->x;
parms->y *= scale.Y;
if (ybot)
parms->y = GetHeight() + parms->y;
parms->destwidth = parms->texwidth * scale.X;
parms->destheight = parms->texheight * scale.Y;
break;
}
}
if (parms->virtWidth != GetWidth() || parms->virtHeight != GetHeight())
{
VirtualToRealCoords(drawer, GetWidth(), GetHeight(), parms->x, parms->y, parms->destwidth, parms->destheight,
parms->virtWidth, parms->virtHeight, parms->virtBottom, !parms->keepratio);
}
parms->x += parms->viewport.left;
parms->y += parms->viewport.top;
}
return false;
}
//==========================================================================
//
// template helpers
//
//==========================================================================
static void ListEnd(Va_List &tags)
{
va_end(tags.list);
}
static int ListGetInt(Va_List &tags)
{
return va_arg(tags.list, int);
}
static inline double ListGetDouble(Va_List &tags)
{
return va_arg(tags.list, double);
}
static inline FSpecialColormap * ListGetSpecialColormap(Va_List &tags)
{
return va_arg(tags.list, FSpecialColormap *);
}
static void ListEnd(VMVa_List &tags)
{
}
int ListGetInt(VMVa_List &tags)
{
if (tags.curindex < tags.numargs)
{
if (tags.reginfo[tags.curindex] == REGT_INT)
{
return tags.args[tags.curindex++].i;
}
ThrowAbortException(X_OTHER, "Invalid parameter in draw function, int expected");
}
return TAG_DONE;
}
static inline double ListGetDouble(VMVa_List &tags)
{
if (tags.curindex < tags.numargs)
{
if (tags.reginfo[tags.curindex] == REGT_FLOAT)
{
return tags.args[tags.curindex++].f;
}
if (tags.reginfo[tags.curindex] == REGT_INT)
{
return tags.args[tags.curindex++].i;
}
ThrowAbortException(X_OTHER, "Invalid parameter in draw function, float expected");
}
return 0;
}
static inline FSpecialColormap * ListGetSpecialColormap(VMVa_List &tags)
{
ThrowAbortException(X_OTHER, "Invalid tag in draw function");
return nullptr;
}
//==========================================================================
//
// Main taglist parsing
//
//==========================================================================
template<class T>
bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double y, uint32_t tag, T& tags, DrawParms *parms, bool fortext)
{
INTBOOL boolval;
int intval;
bool translationset = false;
bool fillcolorset = false;
if (!fortext)
{
if (img == NULL || !img->isValid())
{
ListEnd(tags);
return false;
}
}
// Do some sanity checks on the coordinates.
if (x < -16383 || x > 16383 || y < -16383 || y > 16383)
{
ListEnd(tags);
return false;
}
parms->fortext = fortext;
parms->windowleft = 0;
parms->windowright = INT_MAX;
parms->dclip = drawer->GetHeight();
parms->uclip = 0;
parms->lclip = 0;
parms->rclip = drawer->GetWidth();
parms->left = INT_MAX;
parms->top = INT_MAX;
parms->destwidth = INT_MAX;
parms->destheight = INT_MAX;
parms->Alpha = 1.f;
parms->fillcolor = -1;
parms->TranslationId = -1;
parms->colorOverlay = 0;
parms->alphaChannel = false;
parms->flipX = false;
parms->flipY = false;
parms->color = 0xffffffff;
//parms->shadowAlpha = 0;
parms->shadowColor = 0;
parms->virtWidth = INT_MAX; // these need to match the viewport if not explicitly set, but we do not know that yet.
parms->virtHeight = INT_MAX;
parms->keepratio = false;
parms->style.BlendOp = 255; // Dummy "not set" value
parms->masked = true;
parms->bilinear = false;
parms->specialcolormap = NULL;
parms->desaturate = 0;
parms->cleanmode = DTA_Base;
parms->scalex = parms->scaley = 1;
parms->cellx = parms->celly = 0;
parms->maxstrlen = INT_MAX;
parms->virtBottom = false;
parms->srcx = 0.;
parms->srcy = 0.;
parms->srcwidth = 1.;
parms->srcheight = 1.;
parms->burn = false;
parms->monospace = EMonospacing::Off;
parms->spacing = 0;
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parms->fsscalemode = -1;
parms->patchscalex = parms->patchscaley = 1;
parms->viewport = { 0,0,drawer->GetWidth(), drawer->GetHeight() };
parms->rotateangle = 0;
parms->flipoffsets = false;
parms->indexed = false;
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parms->nooffset = false;
// Parse the tag list for attributes. (For floating point attributes,
// consider that the C ABI dictates that all floats be promoted to
// doubles when passed as function arguments.)
while (tag != TAG_DONE)
{
switch (tag)
{
default:
ListGetInt(tags);
break;
case DTA_DestWidth:
assert(fortext == false);
if (fortext) return false;
parms->cleanmode = DTA_Base;
parms->destwidth = ListGetInt(tags);
break;
case DTA_DestWidthF:
assert(fortext == false);
if (fortext) return false;
parms->cleanmode = DTA_Base;
parms->destwidth = ListGetDouble(tags);
break;
case DTA_DestHeight:
assert(fortext == false);
if (fortext) return false;
parms->cleanmode = DTA_Base;
parms->destheight = ListGetInt(tags);
break;
case DTA_DestHeightF:
assert(fortext == false);
if (fortext) return false;
parms->cleanmode = DTA_Base;
parms->destheight = ListGetDouble(tags);
break;
case DTA_Clean:
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case DTA_CleanTop:
boolval = ListGetInt(tags);
if (boolval)
{
parms->scalex = 1;
parms->scaley = 1;
parms->cleanmode = tag;
}
break;
case DTA_CleanNoMove:
boolval = ListGetInt(tags);
if (boolval)
{
parms->scalex = CleanXfac;
parms->scaley = CleanYfac;
parms->cleanmode = tag;
}
break;
case DTA_CleanNoMove_1:
boolval = ListGetInt(tags);
if (boolval)
{
parms->scalex = CleanXfac_1;
parms->scaley = CleanYfac_1;
parms->cleanmode = tag;
}
break;
case DTA_320x200:
boolval = ListGetInt(tags);
if (boolval)
{
parms->cleanmode = DTA_Base;
parms->scalex = 1;
parms->scaley = 1;
parms->virtWidth = 320;
parms->virtHeight = 200;
}
break;
case DTA_Bottom320x200:
boolval = ListGetInt(tags);
if (boolval)
{
parms->cleanmode = DTA_Base;
parms->scalex = 1;
parms->scaley = 1;
parms->virtWidth = 320;
parms->virtHeight = 200;
}
parms->virtBottom = true;
break;
case DTA_HUDRules:
intval = ListGetInt(tags);
parms->cleanmode = intval == HUD_HorizCenter ? DTA_HUDRulesC : DTA_HUDRules;
break;
case DTA_VirtualWidth:
parms->cleanmode = DTA_Base;
parms->virtWidth = ListGetInt(tags);
break;
case DTA_VirtualWidthF:
parms->cleanmode = DTA_Base;
parms->virtWidth = ListGetDouble(tags);
break;
case DTA_VirtualHeight:
parms->cleanmode = DTA_Base;
parms->virtHeight = ListGetInt(tags);
break;
case DTA_VirtualHeightF:
parms->cleanmode = DTA_Base;
parms->virtHeight = ListGetDouble(tags);
break;
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case DTA_FullscreenScale:
intval = ListGetInt(tags);
if (intval >= FSMode_None && intval < FSMode_Max)
2020-06-07 13:02:54 +00:00
{
parms->fsscalemode = (int8_t)intval;
2020-06-07 13:02:54 +00:00
}
else if (intval >= FSMode_Predefined && intval < FSMode_Predefined_Max)
{
static const uint8_t modes[] = { FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43, FSMode_ScaleToFit43Top};
static const uint16_t widths[] = { 320, 320, 640, 640, 320};
static const uint16_t heights[] = { 200, 240, 400, 480, 200};
parms->fsscalemode = modes[intval - FSMode_Predefined];
parms->virtWidth = widths[intval - FSMode_Predefined];
parms->virtHeight = heights[intval - FSMode_Predefined];
}
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break;
case DTA_Fullscreen:
boolval = ListGetInt(tags);
if (boolval)
{
assert(fortext == false);
if (img == NULL) return false;
parms->cleanmode = DTA_Fullscreen;
parms->fsscalemode = (uint8_t)twod->fullscreenautoaspect;
parms->virtWidth = img->GetDisplayWidth();
parms->virtHeight = img->GetDisplayHeight();
}
break;
case DTA_FullscreenEx:
intval = ListGetInt(tags);
if (intval >= 0 && intval <= 3)
{
assert(fortext == false);
if (img == NULL) return false;
parms->cleanmode = DTA_Fullscreen;
parms->fsscalemode = (uint8_t)intval;
parms->virtWidth = img->GetDisplayWidth();
parms->virtHeight = img->GetDisplayHeight();
}
break;
case DTA_Alpha:
parms->Alpha = (float)(MIN<double>(1., ListGetDouble(tags)));
break;
case DTA_AlphaChannel:
parms->alphaChannel = ListGetInt(tags);
break;
case DTA_FillColor:
parms->fillcolor = ListGetInt(tags);
if (parms->fillcolor != ~0u)
{
fillcolorset = true;
}
else if (parms->fillcolor != 0)
{
// The crosshair is the only thing which uses a non-black fill color.
parms->fillcolor = PalEntry(ColorMatcher.Pick(parms->fillcolor), RPART(parms->fillcolor), GPART(parms->fillcolor), BPART(parms->fillcolor));
}
break;
case DTA_TranslationIndex:
parms->TranslationId = ListGetInt(tags);
break;
case DTA_ColorOverlay:
parms->colorOverlay = ListGetInt(tags);
break;
case DTA_Color:
parms->color = ListGetInt(tags);
break;
case DTA_FlipX:
parms->flipX = ListGetInt(tags);
break;
case DTA_FlipY:
parms->flipY = ListGetInt(tags);
break;
case DTA_FlipOffsets:
parms->flipoffsets = ListGetInt(tags);
break;
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case DTA_NoOffset:
parms->nooffset = ListGetInt(tags);
break;
case DTA_SrcX:
parms->srcx = ListGetDouble(tags) / img->GetDisplayWidth();
break;
case DTA_SrcY:
parms->srcy = ListGetDouble(tags) / img->GetDisplayHeight();
break;
case DTA_SrcWidth:
parms->srcwidth = ListGetDouble(tags) / img->GetDisplayWidth();
break;
case DTA_SrcHeight:
parms->srcheight = ListGetDouble(tags) / img->GetDisplayHeight();
break;
case DTA_TopOffset:
assert(fortext == false);
if (fortext) return false;
parms->top = ListGetInt(tags);
break;
case DTA_TopOffsetF:
assert(fortext == false);
if (fortext) return false;
parms->top = ListGetDouble(tags);
break;
case DTA_LeftOffset:
assert(fortext == false);
if (fortext) return false;
parms->left = ListGetInt(tags);
break;
case DTA_LeftOffsetF:
assert(fortext == false);
if (fortext) return false;
parms->left = ListGetDouble(tags);
break;
case DTA_TopLeft:
assert(fortext == false);
if (fortext) return false;
if (ListGetInt(tags))
{
parms->left = 0;
parms->top = 0;
}
break;
case DTA_CenterOffset:
assert(fortext == false);
if (fortext) return false;
if (ListGetInt(tags))
{
parms->left = img->GetDisplayWidth() * 0.5;
parms->top = img->GetDisplayHeight() * 0.5;
}
break;
case DTA_CenterOffsetRel:
assert(fortext == false);
if (fortext) return false;
if (ListGetInt(tags))
{
parms->left = img->GetDisplayLeftOffset() + img->GetDisplayWidth() * 0.5;
parms->top = img->GetDisplayTopOffset() + img->GetDisplayHeight() * 0.5;
}
break;
case DTA_CenterBottomOffset:
assert(fortext == false);
if (fortext) return false;
if (ListGetInt(tags))
{
parms->left = img->GetDisplayWidth() * 0.5;
parms->top = img->GetDisplayHeight();
}
break;
case DTA_WindowLeft:
assert(fortext == false);
if (fortext) return false;
parms->windowleft = ListGetInt(tags);
break;
case DTA_WindowLeftF:
assert(fortext == false);
if (fortext) return false;
parms->windowleft = ListGetDouble(tags);
break;
case DTA_WindowRight:
assert(fortext == false);
if (fortext) return false;
parms->windowright = ListGetInt(tags);
break;
case DTA_WindowRightF:
assert(fortext == false);
if (fortext) return false;
parms->windowright = ListGetDouble(tags);
break;
case DTA_ClipTop:
parms->uclip = ListGetInt(tags);
if (parms->uclip < 0)
{
parms->uclip = 0;
}
break;
case DTA_ClipBottom:
parms->dclip = ListGetInt(tags);
if (parms->dclip > drawer->GetHeight())
{
parms->dclip = drawer->GetHeight();
}
break;
case DTA_ClipLeft:
parms->lclip = ListGetInt(tags);
if (parms->lclip < 0)
{
parms->lclip = 0;
}
break;
case DTA_ClipRight:
parms->rclip = ListGetInt(tags);
if (parms->rclip > drawer->GetWidth())
{
parms->rclip = drawer->GetWidth();
}
break;
case DTA_ShadowAlpha:
//parms->shadowAlpha = (float)MIN(1., ListGetDouble(tags));
break;
case DTA_ShadowColor:
parms->shadowColor = ListGetInt(tags);
break;
case DTA_Shadow:
boolval = ListGetInt(tags);
if (boolval)
{
//parms->shadowAlpha = 0.5;
parms->shadowColor = 0;
}
else
{
//parms->shadowAlpha = 0;
}
break;
case DTA_ScaleX:
parms->patchscalex = ListGetDouble(tags);
break;
case DTA_ScaleY:
parms->patchscaley = ListGetDouble(tags);
break;
case DTA_Masked:
parms->masked = ListGetInt(tags);
break;
case DTA_BilinearFilter:
parms->bilinear = ListGetInt(tags);
break;
case DTA_KeepRatio:
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parms->keepratio = ListGetInt(tags) ? -1 : 0;
break;
case DTA_Pin:
parms->keepratio = ListGetInt(tags);
break;
case DTA_RenderStyle:
parms->style.AsDWORD = ListGetInt(tags);
break;
case DTA_LegacyRenderStyle: // mainly for ZScript which does not handle FRenderStyle that well.
parms->style = (ERenderStyle)ListGetInt(tags);
break;
case DTA_SpecialColormap:
parms->specialcolormap = ListGetSpecialColormap(tags);
break;
case DTA_Desaturate:
parms->desaturate = ListGetInt(tags);
break;
case DTA_TextLen:
parms->maxstrlen = ListGetInt(tags);
break;
case DTA_CellX:
parms->cellx = ListGetInt(tags);
break;
case DTA_CellY:
parms->celly = ListGetInt(tags);
break;
case DTA_Monospace:
parms->monospace = ListGetInt(tags);
break;
case DTA_Spacing:
parms->spacing = ListGetInt(tags);
break;
case DTA_Burn:
parms->burn = true;
break;
case DTA_ViewportX:
parms->viewport.left = ListGetInt(tags);
break;
case DTA_ViewportY:
parms->viewport.top = ListGetInt(tags);
break;
case DTA_ViewportWidth:
parms->viewport.width = ListGetInt(tags);
break;
case DTA_ViewportHeight:
parms->viewport.height = ListGetInt(tags);
break;
case DTA_Rotate:
assert(fortext == false);
if (fortext) return false;
parms->rotateangle = ListGetDouble(tags);
break;
case DTA_Indexed:
parms->indexed = !!ListGetInt(tags);
break;
}
tag = ListGetInt(tags);
}
ListEnd(tags);
if (parms->virtWidth == INT_MAX) parms->virtWidth = parms->viewport.width;
if (parms->virtHeight == INT_MAX) parms->virtHeight = parms->viewport.height;
auto clipleft = drawer->clipleft;
auto cliptop = drawer->cliptop;
auto clipwidth = drawer->clipwidth;
auto clipheight = drawer->clipheight;
// intersect with the canvas's clipping rectangle.
if (clipwidth >= 0 && clipheight >= 0)
{
if (parms->lclip < clipleft) parms->lclip = clipleft;
if (parms->rclip > clipleft + clipwidth) parms->rclip = clipleft + clipwidth;
if (parms->uclip < cliptop) parms->uclip = cliptop;
if (parms->dclip > cliptop + clipheight) parms->dclip = cliptop + clipheight;
}
if (parms->uclip >= parms->dclip || parms->lclip >= parms->rclip)
{
return false;
}
if (img != NULL)
{
SetTextureParms(drawer, parms, img, x, y);
if (parms->destwidth <= 0 || parms->destheight <= 0)
{
return false;
}
}
if (parms->style.BlendOp == 255)
{
if (fillcolorset)
{
if (parms->alphaChannel)
{
parms->style = STYLE_Shaded;
}
else if (parms->Alpha < 1.f)
{
parms->style = STYLE_TranslucentStencil;
}
else
{
parms->style = STYLE_Stencil;
}
}
else if (parms->Alpha < 1.f)
{
parms->style = STYLE_Translucent;
}
else
{
parms->style = STYLE_Normal;
}
}
return true;
}
// explicitly instantiate both versions for v_text.cpp.
template bool ParseDrawTextureTags<Va_List>(F2DDrawer* drawer, FGameTexture *img, double x, double y, uint32_t tag, Va_List& tags, DrawParms *parms, bool fortext);
template bool ParseDrawTextureTags<VMVa_List>(F2DDrawer* drawer, FGameTexture *img, double x, double y, uint32_t tag, VMVa_List& tags, DrawParms *parms, bool fortext);
//==========================================================================
//
// Coordinate conversion
//
//==========================================================================
static void VirtualToRealCoords(F2DDrawer *drawer, double Width, double Height, double &x, double &y, double &w, double &h,
double vwidth, double vheight, bool vbottom, bool handleaspect)
{
float myratio = float(handleaspect ? ActiveRatio (Width, Height) : (4.0 / 3.0));
// if 21:9 AR, map to 16:9 for all callers.
// this allows for black bars and stops the stretching of fullscreen images
if (myratio > 1.7f) {
myratio = 16.0f / 9.0f;
}
double right = x + w;
double bottom = y + h;
if (myratio > 1.334f)
{ // The target surface is either 16:9 or 16:10, so expand the
// specified virtual size to avoid undesired stretching of the
// image. Does not handle non-4:3 virtual sizes. I'll worry about
// those if somebody expresses a desire to use them.
x = (x - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5;
w = (right - vwidth * 0.5) * Width * 960 / (vwidth * AspectBaseWidth(myratio)) + Width * 0.5 - x;
}
else
{
x = x * Width / vwidth;
w = right * Width / vwidth - x;
}
if (AspectTallerThanWide(myratio))
{ // The target surface is 5:4
y = (y - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5;
h = (bottom - vheight * 0.5) * Height * 600 / (vheight * AspectBaseHeight(myratio)) + Height * 0.5 - y;
if (vbottom)
{
y += (Height - Height * AspectMultiplier(myratio) / 48.0) * 0.5;
}
}
else
{
y = y * Height / vheight;
h = bottom * Height / vheight - y;
}
}
void VirtualToRealCoords(F2DDrawer* drawer, double& x, double& y, double& w, double& h,
double vwidth, double vheight, bool vbottom, bool handleaspect)
{
auto Width = drawer->GetWidth();
auto Height = drawer->GetHeight();
VirtualToRealCoords(drawer, Width, Height, x, y, w, h, vwidth, vheight, vbottom, handleaspect);
}
DEFINE_ACTION_FUNCTION(_Screen, VirtualToRealCoords)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(w);
PARAM_FLOAT(h);
PARAM_FLOAT(vw);
PARAM_FLOAT(vh);
PARAM_BOOL(vbottom);
PARAM_BOOL(handleaspect);
VirtualToRealCoords(twod, x, y, w, h, vw, vh, vbottom, handleaspect);
if (numret >= 1) ret[0].SetVector2(DVector2(x, y));
if (numret >= 2) ret[1].SetVector2(DVector2(w, h));
return MIN(numret, 2);
}
void VirtualToRealCoordsInt(F2DDrawer *drawer, int &x, int &y, int &w, int &h,
int vwidth, int vheight, bool vbottom, bool handleaspect)
{
double dx, dy, dw, dh;
dx = x;
dy = y;
dw = w;
dh = h;
VirtualToRealCoords(drawer, dx, dy, dw, dh, vwidth, vheight, vbottom, handleaspect);
x = int(dx + 0.5);
y = int(dy + 0.5);
w = int(dx + dw + 0.5) - x;
h = int(dy + dh + 0.5) - y;
}
//==========================================================================
//
// Draw a line
//
//==========================================================================
static void DrawLine(int x0, int y0, int x1, int y1, uint32_t realcolor, int alpha)
{
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
twod->AddLine((float)x0, (float)y0, (float)x1, (float)y1, -1, -1, INT_MAX, INT_MAX, realcolor | MAKEARGB(255, 0, 0, 0), alpha);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Screen, DrawLine, DrawLine)
{
PARAM_PROLOGUE;
PARAM_INT(x0);
PARAM_INT(y0);
PARAM_INT(x1);
PARAM_INT(y1);
PARAM_INT(color);
PARAM_INT(alpha);
DrawLine(x0, y0, x1, y1, color, alpha);
return 0;
}
static void DrawThickLine(int x0, int y0, int x1, int y1, double thickness, uint32_t realcolor, int alpha)
{
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
twod->AddThickLine(x0, y0, x1, y1, thickness, realcolor, alpha);
}
DEFINE_ACTION_FUNCTION_NATIVE(_Screen, DrawThickLine, DrawThickLine)
{
PARAM_PROLOGUE;
PARAM_INT(x0);
PARAM_INT(y0);
PARAM_INT(x1);
PARAM_INT(y1);
PARAM_FLOAT(thickness);
PARAM_INT(color);
PARAM_INT(alpha);
DrawThickLine(x0, y0, x1, y1, thickness, color, alpha);
return 0;
}
//==========================================================================
//
// ClearRect
//
// Set an area to a specified color.
//
//==========================================================================
void ClearRect(F2DDrawer *drawer, int left, int top, int right, int bottom, int palcolor, uint32_t color)
{
auto clipleft = drawer->clipleft;
auto cliptop = drawer->cliptop;
auto clipwidth = drawer->clipwidth;
auto clipheight = drawer->clipheight;
if (clipwidth >= 0 && clipheight >= 0)
{
int w = right - left;
int h = bottom - top;
if (left < clipleft)
{
w -= (clipleft - left);
left = clipleft;
}
if (w > clipwidth) w = clipwidth;
if (w <= 0) return;
if (top < cliptop)
{
h -= (cliptop - top);
top = cliptop;
}
if (h > clipheight) w = clipheight;
if (h <= 0) return;
right = left + w;
bottom = top + h;
}
if (palcolor >= 0 && color == 0)
{
color = GPalette.BaseColors[palcolor] | 0xff000000;
}
drawer->AddColorOnlyQuad(left, top, right - left, bottom - top, color | 0xFF000000, nullptr);
}
DEFINE_ACTION_FUNCTION(_Screen, Clear)
{
PARAM_PROLOGUE;
PARAM_INT(x1);
PARAM_INT(y1);
PARAM_INT(x2);
PARAM_INT(y2);
PARAM_INT(color);
PARAM_INT(palcol);
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
ClearRect(twod, x1, y1, x2, y2, palcol, color);
return 0;
}
//==========================================================================
//
// DoDim
//
// Applies a colored overlay to an area of the screen.
//
//==========================================================================
void DoDim(F2DDrawer *drawer, PalEntry color, float amount, int x1, int y1, int w, int h, FRenderStyle *style)
{
if (amount <= 0)
{
return;
}
if (amount > 1)
{
amount = 1;
}
drawer->AddColorOnlyQuad(x1, y1, w, h, (color.d & 0xffffff) | (int(amount * 255) << 24), style);
}
void Dim(F2DDrawer *drawer, PalEntry color, float damount, int x1, int y1, int w, int h, FRenderStyle *style)
{
auto clipleft = drawer->clipleft;
auto cliptop = drawer->cliptop;
auto clipwidth = drawer->clipwidth;
auto clipheight = drawer->clipheight;
if (clipwidth >= 0 && clipheight >= 0)
{
if (x1 < clipleft)
{
w -= (clipleft - x1);
x1 = clipleft;
}
if (w > clipwidth) w = clipwidth;
if (w <= 0) return;
if (y1 < cliptop)
{
h -= (cliptop - y1);
y1 = cliptop;
}
if (h > clipheight) h = clipheight;
if (h <= 0) return;
}
DoDim(drawer, color, damount, x1, y1, w, h, style);
}
DEFINE_ACTION_FUNCTION(_Screen, Dim)
{
PARAM_PROLOGUE;
PARAM_INT(color);
PARAM_FLOAT(amount);
PARAM_INT(x1);
PARAM_INT(y1);
PARAM_INT(w);
PARAM_INT(h);
if (!twod->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
Dim(twod, color, float(amount), x1, y1, w, h);
return 0;
}
//==========================================================================
//
// screen->DrawBorder
//
//==========================================================================
void DrawBorder (F2DDrawer *drawer, FTextureID picnum, int x1, int y1, int x2, int y2)
{
int filltype = (ui_screenborder_classic_scaling) ? -1 : 0;
if (picnum.isValid())
{
drawer->AddFlatFill (x1, y1, x2, y2, TexMan.GetGameTexture(picnum, false), filltype);
}
else
{
ClearRect(drawer, x1, y1, x2, y2, 0, 0);
}
}
//==========================================================================
//
// V_DrawFrame
//
// Draw a frame around the specified area using the view border
// frame graphics. The border is drawn outside the area, not in it.
//
//==========================================================================
void DrawFrame(F2DDrawer* twod, PalEntry color, int left, int top, int width, int height, int thickness)
{
// Sanity check for incomplete gameinfo
int offset = thickness == -1 ? twod->GetHeight() / 400 : thickness;
int right = left + width;
int bottom = top + height;
// Draw top and bottom sides.
twod->AddColorOnlyQuad(left, top - offset, width, offset, color);
twod->AddColorOnlyQuad(left - offset, top - offset, offset, height + 2 * offset, color);
twod->AddColorOnlyQuad(left, bottom, width, offset, color);
twod->AddColorOnlyQuad(right, top - offset, offset, height + 2 * offset, color);
}
DEFINE_ACTION_FUNCTION(_Screen, DrawLineFrame)
{
PARAM_PROLOGUE;
PARAM_COLOR(color);
PARAM_INT(left);
PARAM_INT(top);
PARAM_INT(width);
PARAM_INT(height);
PARAM_INT(thickness);
DrawFrame(twod, color, left, top, width, height, thickness);
return 0;
}
2020-04-21 19:26:33 +00:00
void V_CalcCleanFacs(int designwidth, int designheight, int realwidth, int realheight, int* cleanx, int* cleany, int* _cx1, int* _cx2)
{
if (designheight < 240 && realheight >= 480) designheight = 240;
*cleanx = *cleany = std::min(realwidth / designwidth, realheight / designheight);
}
2020-10-08 20:20:41 +00:00
DEFINE_ACTION_FUNCTION(_Screen, SetOffset)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
ACTION_RETURN_VEC2(twod->SetOffset(DVector2(x, y)));
}