2020-06-21 20:34:50 +00:00
/*
* * shared_sbar . cpp
* * Base status bar implementation
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 1998 - 2006 Randy Heit
* * Copyright 2017 Christoph Oelckers
* * 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 <assert.h>
# include "templates.h"
# include "statusbar.h"
# include "c_cvars.h"
# include "c_dispatch.h"
# include "c_console.h"
# include "v_video.h"
# include "filesystem.h"
# include "s_soundinternal.h"
# include "serializer.h"
# include "serialize_obj.h"
# include "cmdlib.h"
# include "vm.h"
# include "gstrings.h"
# include "utf8.h"
# include "texturemanager.h"
# include "cmdlib.h"
# include "v_draw.h"
# include "v_font.h"
# include "v_draw.h"
# include "../version.h"
# define XHAIRSHRINKSIZE (1. / 18)
# define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
# define POWERUPICONSIZE 32
//IMPLEMENT_CLASS(DHUDFont, true, false);
EXTERN_CVAR ( Bool , am_showmonsters )
EXTERN_CVAR ( Bool , am_showsecrets )
EXTERN_CVAR ( Bool , am_showitems )
EXTERN_CVAR ( Bool , am_showtime )
EXTERN_CVAR ( Bool , am_showtotaltime )
EXTERN_CVAR ( Bool , noisedebug )
EXTERN_CVAR ( Int , con_scaletext )
EXTERN_CVAR ( Bool , vid_fps )
EXTERN_CVAR ( Bool , inter_subtitles )
CVAR ( Int , newhud_scale , 1 , CVAR_ARCHIVE )
CVAR ( Bool , log_vgafont , false , CVAR_ARCHIVE )
DBaseStatusBar * StatusBar ;
extern int setblocks ;
FGameTexture * CrosshairImage ;
static int CrosshairNum ;
// Stretch status bar to full screen width?
CUSTOM_CVAR ( Int , st_scale , 0 , CVAR_ARCHIVE )
{
if ( self < - 1 )
{
self = - 1 ;
return ;
}
if ( StatusBar )
{
StatusBar - > SetScale ( ) ;
setsizeneeded = true ;
}
}
CUSTOM_CVAR ( Bool , hud_aspectscale , false , CVAR_ARCHIVE )
{
if ( StatusBar )
{
StatusBar - > SetScale ( ) ;
setsizeneeded = true ;
}
}
CVAR ( Bool , crosshairon , true , CVAR_ARCHIVE ) ;
CVAR ( Int , crosshair , 0 , CVAR_ARCHIVE )
CVAR ( Bool , crosshairforce , false , CVAR_ARCHIVE )
CVAR ( Color , crosshaircolor , 0xff0000 , CVAR_ARCHIVE ) ;
CVAR ( Int , crosshairhealth , 1 , CVAR_ARCHIVE ) ;
CVAR ( Float , crosshairscale , 1.0 , CVAR_ARCHIVE ) ;
CVAR ( Bool , crosshairgrow , false , CVAR_ARCHIVE ) ;
CUSTOM_CVAR ( Int , am_showmaplabel , 2 , CVAR_ARCHIVE )
{
if ( self < 0 | | self > 2 ) self = 2 ;
}
CVAR ( Bool , idmypos , false , 0 ) ;
//---------------------------------------------------------------------------
//
// ST_Clear
//
//---------------------------------------------------------------------------
void ST_Clear ( )
{
if ( StatusBar ! = NULL )
{
delete StatusBar ;
StatusBar = NULL ;
}
CrosshairImage = NULL ;
CrosshairNum = 0 ;
}
//---------------------------------------------------------------------------
//
// Constructor
//
//---------------------------------------------------------------------------
DBaseStatusBar : : DBaseStatusBar ( )
{
CompleteBorder = false ;
Centering = false ;
FixedOrigin = false ;
CrosshairSize = 1. ;
Displacement = 0 ;
ShowLog = false ;
defaultScale = { ( double ) CleanXfac , ( double ) CleanYfac } ;
SetSize ( 0 ) ;
}
static void ValidateResolution ( int & hres , int & vres )
{
if ( hres = = 0 )
{
static const int HORIZONTAL_RESOLUTION_DEFAULT = 320 ;
hres = HORIZONTAL_RESOLUTION_DEFAULT ;
}
if ( vres = = 0 )
{
static const int VERTICAL_RESOLUTION_DEFAULT = 200 ;
vres = VERTICAL_RESOLUTION_DEFAULT ;
}
}
void DBaseStatusBar : : SetSize ( int reltop , int hres , int vres , int hhres , int hvres )
{
ValidateResolution ( hres , vres ) ;
BaseRelTop = reltop ;
BaseSBarHorizontalResolution = hres ;
BaseSBarVerticalResolution = vres ;
BaseHUDHorizontalResolution = hhres < 0 ? hres : hhres ;
BaseHUDVerticalResolution = hvres < 0 ? vres : hvres ;
SetDrawSize ( reltop , hres , vres ) ;
}
static void ST_CalcCleanFacs ( int designwidth , int designheight , int realwidth , int realheight , int * cleanx , int * cleany )
{
float ratio ;
int cwidth ;
int cheight ;
int cx1 , cy1 , cx2 , cy2 ;
ratio = ActiveRatio ( realwidth , realheight ) ;
if ( AspectTallerThanWide ( ratio ) )
{
cwidth = realwidth ;
cheight = realheight * AspectMultiplier ( ratio ) / 48 ;
}
else
{
cwidth = realwidth * AspectMultiplier ( ratio ) / 48 ;
cheight = realheight ;
}
// Use whichever pair of cwidth/cheight or width/height that produces less difference
// between CleanXfac and CleanYfac.
cx1 = MAX ( cwidth / designwidth , 1 ) ;
cy1 = MAX ( cheight / designheight , 1 ) ;
cx2 = MAX ( realwidth / designwidth , 1 ) ;
cy2 = MAX ( realheight / designheight , 1 ) ;
if ( abs ( cx1 - cy1 ) < = abs ( cx2 - cy2 ) | | MAX ( cx1 , cx2 ) > = 4 )
{ // e.g. 640x360 looks better with this.
* cleanx = cx1 ;
* cleany = cy1 ;
}
else
{ // e.g. 720x480 looks better with this.
* cleanx = cx2 ;
* cleany = cy2 ;
}
if ( * cleanx < * cleany )
* cleany = * cleanx ;
else
* cleanx = * cleany ;
}
void DBaseStatusBar : : SetDrawSize ( int reltop , int hres , int vres )
{
ValidateResolution ( hres , vres ) ;
RelTop = reltop ;
HorizontalResolution = hres ;
VerticalResolution = vres ;
int x , y ;
ST_CalcCleanFacs ( hres , vres , SCREENWIDTH , SCREENHEIGHT , & x , & y ) ;
defaultScale = { ( double ) x , ( double ) y } ;
SetScale ( ) ; // recalculate positioning info.
}
//---------------------------------------------------------------------------
//
// PROC SetScaled
//
//---------------------------------------------------------------------------
void DBaseStatusBar : : SetScale ( )
{
ValidateResolution ( HorizontalResolution , VerticalResolution ) ;
int w = SCREENWIDTH ;
int h = SCREENHEIGHT ;
if ( st_scale < 0 | | ForcedScale )
{
// This is the classic fullscreen scale with aspect ratio compensation.
int sby = VerticalResolution - RelTop ;
float aspect = ActiveRatio ( w , h ) ;
if ( ! AspectTallerThanWide ( aspect ) )
{
// Wider or equal than 4:3
SBarTop = Scale ( sby , h , VerticalResolution ) ;
double width4_3 = w * 1.333 / aspect ;
ST_X = int ( ( w - width4_3 ) / 2 ) ;
}
else
{ // 5:4 resolution
ST_X = 0 ;
// this was far more obtuse before...
double height4_3 = h * aspect / 1.333 ;
SBarTop = int ( h - height4_3 + sby * height4_3 / VerticalResolution ) ;
}
Displacement = 0 ;
SBarScale . X = - 1 ;
ST_Y = 0 ;
}
else
{
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
// the resulting scaling factor needs to be reduced accordingly.
int realscale = clamp ( ( 320 * GetUIScale ( twod , st_scale ) ) / HorizontalResolution , 1 , w / HorizontalResolution ) ;
double realscaley = realscale * ( hud_aspectscale ? 1.2 : 1. ) ;
ST_X = ( w - HorizontalResolution * realscale ) / 2 ;
SBarTop = int ( h - RelTop * realscaley ) ;
if ( RelTop > 0 )
{
Displacement = double ( ( SBarTop * VerticalResolution / h ) - ( VerticalResolution - RelTop ) ) / RelTop / realscaley ;
}
else
{
Displacement = 0 ;
}
SBarScale . X = realscale ;
SBarScale . Y = realscaley ;
ST_Y = int ( h - VerticalResolution * realscaley ) ;
}
}
//---------------------------------------------------------------------------
//
// PROC GetHUDScale
//
//---------------------------------------------------------------------------
DVector2 DBaseStatusBar : : GetHUDScale ( ) const
{
int scale ;
if ( newhud_scale < 0 | | ForcedScale ) // a negative value is the equivalent to the old boolean hud_scale. This can yield different values for x and y for higher resolutions.
{
return defaultScale ;
}
scale = GetUIScale ( twod , newhud_scale ) ;
int hres = HorizontalResolution ;
int vres = VerticalResolution ;
ValidateResolution ( hres , vres ) ;
// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
// the resulting scaling factor needs to be reduced accordingly.
int realscale = MAX < int > ( 1 , ( 320 * scale ) / hres ) ;
return { double ( realscale ) , double ( realscale * ( hud_aspectscale ? 1.2 : 1. ) ) } ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DBaseStatusBar : : BeginStatusBar ( int resW , int resH , int relTop , bool forceScaled )
{
SetDrawSize ( relTop < 0 ? BaseRelTop : relTop , resW < 0 ? BaseSBarHorizontalResolution : resW , resH < 0 ? BaseSBarVerticalResolution : resH ) ;
ForcedScale = forceScaled ;
fullscreenOffsets = false ;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DBaseStatusBar : : BeginHUD ( int resW , int resH , double Alpha , bool forcescaled )
{
SetDrawSize ( RelTop , resW < 0 ? BaseHUDHorizontalResolution : resW , resH < 0 ? BaseHUDVerticalResolution : resH ) ;
this - > Alpha = Alpha ;
ForcedScale = forcescaled ;
CompleteBorder = false ;
fullscreenOffsets = true ;
}
//---------------------------------------------------------------------------
//
// PROC Tick
//
//---------------------------------------------------------------------------
void DBaseStatusBar : : Tick ( )
{
if ( artiflashTick > 0 )
artiflashTick - - ;
if ( itemflashFade > 0 )
{
itemflashFade - = 1 / 14. ;
if ( itemflashFade < 0 )
{
itemflashFade = 0 ;
}
}
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DBaseStatusBar : : StatusbarToRealCoords ( double & x , double & y , double & w , double & h ) const
{
if ( SBarScale . X = = - 1 | | ForcedScale )
{
int hres = HorizontalResolution ;
int vres = VerticalResolution ;
ValidateResolution ( hres , vres ) ;
VirtualToRealCoords ( twod , x , y , w , h , hres , vres , true , true ) ;
}
else
{
x = ST_X + x * SBarScale . X ;
y = ST_Y + y * SBarScale . Y ;
w * = SBarScale . X ;
h * = SBarScale . Y ;
}
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DBaseStatusBar : : DrawGraphic ( FTextureID texture , double x , double y , int flags , double Alpha , double boxwidth , double boxheight , double scaleX , double scaleY , PalEntry color , int translation )
{
if ( ! texture . isValid ( ) )
return ;
FGameTexture * tex = TexMan . GetGameTexture ( texture , ! ( flags & DI_DONTANIMATE ) ) ;
DrawGraphic ( tex , x , y , flags , Alpha , boxwidth , boxheight , scaleX , scaleY , color , translation ) ;
}
void DBaseStatusBar : : DrawGraphic ( FGameTexture * tex , double x , double y , int flags , double Alpha , double boxwidth , double boxheight , double scaleX , double scaleY , PalEntry color , int translation )
{
double texwidth = tex - > GetDisplayWidth ( ) * scaleX ;
double texheight = tex - > GetDisplayHeight ( ) * scaleY ;
if ( boxwidth > 0 | | boxheight > 0 )
{
if ( ! ( flags & DI_FORCEFILL ) )
{
double scale1 = 1. , scale2 = 1. ;
if ( boxwidth > 0 & & ( boxwidth < texwidth | | ( flags & DI_FORCESCALE ) ) )
{
scale1 = boxwidth / texwidth ;
}
if ( boxheight ! = - 1 & & ( boxheight < texheight | | ( flags & DI_FORCESCALE ) ) )
{
scale2 = boxheight / texheight ;
}
if ( flags & DI_FORCESCALE )
{
if ( boxwidth < = 0 | | ( boxheight > 0 & & scale2 < scale1 ) )
scale1 = scale2 ;
}
else scale1 = MIN ( scale1 , scale2 ) ;
boxwidth = texwidth * scale1 ;
boxheight = texheight * scale1 ;
}
}
else
{
boxwidth = texwidth ;
boxheight = texheight ;
}
// resolve auto-alignment before making any adjustments to the position values.
if ( ! ( flags & DI_SCREEN_MANUAL_ALIGN ) )
{
if ( x < 0 ) flags | = DI_SCREEN_RIGHT ;
else flags | = DI_SCREEN_LEFT ;
if ( y < 0 ) flags | = DI_SCREEN_BOTTOM ;
else flags | = DI_SCREEN_TOP ;
}
Alpha * = this - > Alpha ;
if ( Alpha < = 0 ) return ;
x + = drawOffset . X ;
y + = drawOffset . Y ;
switch ( flags & DI_ITEM_HMASK )
{
case DI_ITEM_HCENTER : x - = boxwidth / 2 ; break ;
case DI_ITEM_RIGHT : x - = boxwidth ; break ;
case DI_ITEM_HOFFSET : x - = tex - > GetDisplayLeftOffset ( ) * boxwidth / texwidth ; break ;
}
switch ( flags & DI_ITEM_VMASK )
{
case DI_ITEM_VCENTER : y - = boxheight / 2 ; break ;
case DI_ITEM_BOTTOM : y - = boxheight ; break ;
case DI_ITEM_VOFFSET : y - = tex - > GetDisplayTopOffset ( ) * boxheight / texheight ; break ;
}
if ( ! fullscreenOffsets )
{
StatusbarToRealCoords ( x , y , boxwidth , boxheight ) ;
}
else
{
double orgx , orgy ;
switch ( flags & DI_SCREEN_HMASK )
{
default : orgx = 0 ; break ;
case DI_SCREEN_HCENTER : orgx = screen - > GetWidth ( ) / 2 ; break ;
case DI_SCREEN_RIGHT : orgx = screen - > GetWidth ( ) ; break ;
}
switch ( flags & DI_SCREEN_VMASK )
{
default : orgy = 0 ; break ;
case DI_SCREEN_VCENTER : orgy = screen - > GetHeight ( ) / 2 ; break ;
case DI_SCREEN_BOTTOM : orgy = screen - > GetHeight ( ) ; break ;
}
// move stuff in the top right corner a bit down if the fps counter is on.
if ( ( flags & ( DI_SCREEN_HMASK | DI_SCREEN_VMASK ) ) = = DI_SCREEN_RIGHT_TOP & & vid_fps ) y + = 10 ;
DVector2 Scale = GetHUDScale ( ) ;
x * = Scale . X ;
y * = Scale . Y ;
boxwidth * = Scale . X ;
boxheight * = Scale . Y ;
x + = orgx ;
y + = orgy ;
}
DrawTexture ( twod , tex , x , y ,
DTA_TopOffset , 0 ,
DTA_LeftOffset , 0 ,
DTA_DestWidthF , boxwidth ,
DTA_DestHeightF , boxheight ,
DTA_Color , color ,
DTA_TranslationIndex , translation , // (flags & DI_TRANSLATABLE) ? GetTranslation() : 0,
DTA_ColorOverlay , ( flags & DI_DIM ) ? MAKEARGB ( 170 , 0 , 0 , 0 ) : 0 ,
DTA_Alpha , Alpha ,
DTA_AlphaChannel , ! ! ( flags & DI_ALPHAMAPPED ) ,
DTA_FillColor , ( flags & DI_ALPHAMAPPED ) ? 0 : - 1 ,
DTA_FlipX , ! ! ( flags & DI_MIRROR ) ,
TAG_DONE ) ;
}
//============================================================================
//
// draw a string
//
//============================================================================
void DBaseStatusBar : : DrawString ( FFont * font , const FString & cstring , double x , double y , int flags , double Alpha , int translation , int spacing , EMonospacing monospacing , int shadowX , int shadowY , double scaleX , double scaleY )
{
bool monospaced = monospacing ! = EMonospacing : : Off ;
double dx = 0 ;
switch ( flags & DI_TEXT_ALIGN )
{
default :
break ;
case DI_TEXT_ALIGN_RIGHT :
dx = monospaced
? static_cast < int > ( ( spacing ) * cstring . CharacterCount ( ) ) //monospaced, so just multiply the character size
: static_cast < int > ( font - > StringWidth ( cstring ) + ( spacing * cstring . CharacterCount ( ) ) ) ;
break ;
case DI_TEXT_ALIGN_CENTER :
dx = monospaced
? static_cast < int > ( ( spacing ) * cstring . CharacterCount ( ) ) / 2 //monospaced, so just multiply the character size
: static_cast < int > ( font - > StringWidth ( cstring ) + ( spacing * cstring . CharacterCount ( ) ) ) / 2 ;
break ;
}
// Take text scale into account
x - = dx * scaleX ;
const uint8_t * str = ( const uint8_t * ) cstring . GetChars ( ) ;
const EColorRange boldTranslation = EColorRange ( translation ? translation - 1 : NumTextColors - 1 ) ;
int fontcolor = translation ;
double orgx = 0 , orgy = 0 ;
DVector2 Scale ;
if ( fullscreenOffsets )
{
Scale = GetHUDScale ( ) ;
shadowX * = ( int ) Scale . X ;
shadowY * = ( int ) Scale . Y ;
switch ( flags & DI_SCREEN_HMASK )
{
default : orgx = 0 ; break ;
case DI_SCREEN_HCENTER : orgx = screen - > GetWidth ( ) / 2 ; break ;
case DI_SCREEN_RIGHT : orgx = screen - > GetWidth ( ) ; break ;
}
switch ( flags & DI_SCREEN_VMASK )
{
default : orgy = 0 ; break ;
case DI_SCREEN_VCENTER : orgy = screen - > GetHeight ( ) / 2 ; break ;
case DI_SCREEN_BOTTOM : orgy = screen - > GetHeight ( ) ; break ;
}
// move stuff in the top right corner a bit down if the fps counter is on.
if ( ( flags & ( DI_SCREEN_HMASK | DI_SCREEN_VMASK ) ) = = DI_SCREEN_RIGHT_TOP & & vid_fps ) y + = 10 ;
}
else
{
Scale = { 1. , 1. } ;
}
int ch ;
while ( ch = GetCharFromString ( str ) , ch ! = ' \0 ' )
{
if ( ch = = ' ' )
{
x + = monospaced ? spacing : font - > GetSpaceWidth ( ) + spacing ;
continue ;
}
else if ( ch = = TEXTCOLOR_ESCAPE )
{
EColorRange newColor = V_ParseFontColor ( str , translation , boldTranslation ) ;
if ( newColor ! = CR_UNDEFINED )
fontcolor = newColor ;
continue ;
}
int width ;
FGameTexture * c = font - > GetChar ( ch , fontcolor , & width ) ;
if ( c = = NULL ) //missing character.
{
continue ;
}
if ( ! monospaced ) //If we are monospaced lets use the offset
x + = ( c - > GetDisplayLeftOffset ( ) + 1 ) ; //ignore x offsets since we adapt to character size
double rx , ry , rw , rh ;
rx = x + drawOffset . X ;
ry = y + drawOffset . Y ;
rw = c - > GetDisplayWidth ( ) ;
rh = c - > GetDisplayHeight ( ) ;
if ( monospacing = = EMonospacing : : CellCenter )
rx + = ( spacing - rw ) / 2 ;
else if ( monospacing = = EMonospacing : : CellRight )
rx + = ( spacing - rw ) ;
if ( ! fullscreenOffsets )
{
StatusbarToRealCoords ( rx , ry , rw , rh ) ;
}
else
{
rx * = Scale . X ;
ry * = Scale . Y ;
rw * = Scale . X ;
rh * = Scale . Y ;
rx + = orgx ;
ry + = orgy ;
}
// Apply text scale
rw * = scaleX ;
rh * = scaleY ;
// This is not really such a great way to draw shadows because they can overlap with previously drawn characters.
// This may have to be changed to draw the shadow text up front separately.
if ( ( shadowX ! = 0 | | shadowY ! = 0 ) & & ! ( flags & DI_NOSHADOW ) )
{
#if 0
// This doesn't work with the limited backend the engine currently uses.
DrawChar ( twod , font , CR_UNTRANSLATED , rx + shadowX , ry + shadowY , ch ,
DTA_DestWidthF , rw ,
DTA_DestHeightF , rh ,
DTA_Alpha , ( Alpha * 0.33 ) ,
DTA_FillColor , 0 ,
TAG_DONE ) ;
# endif
}
DrawChar ( twod , font , fontcolor , rx , ry , ch ,
DTA_DestWidthF , rw ,
DTA_DestHeightF , rh ,
DTA_Alpha , Alpha ,
TAG_DONE ) ;
dx = monospaced
? spacing
: width + spacing - ( c - > GetDisplayLeftOffset ( ) + 1 ) ;
// Take text scale into account
x + = dx * scaleX ;
}
}
void SBar_DrawString ( DBaseStatusBar * self , DHUDFont * font , const FString & string , double x , double y , int flags , int trans , double alpha , int wrapwidth , int linespacing , double scaleX , double scaleY )
{
//if (font == nullptr) ThrowAbortException(X_READ_NIL, nullptr);
//if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function");
// resolve auto-alignment before making any adjustments to the position values.
if ( ! ( flags & DI_SCREEN_MANUAL_ALIGN ) )
{
if ( x < 0 ) flags | = DI_SCREEN_RIGHT ;
else flags | = DI_SCREEN_LEFT ;
if ( y < 0 ) flags | = DI_SCREEN_BOTTOM ;
else flags | = DI_SCREEN_TOP ;
}
if ( wrapwidth > 0 )
{
auto brk = V_BreakLines ( font - > mFont , int ( wrapwidth * scaleX ) , string , true ) ;
for ( auto & line : brk )
{
self - > DrawString ( font - > mFont , line . Text , x , y , flags , alpha , trans , font - > mSpacing , font - > mMonospacing , font - > mShadowX , font - > mShadowY , scaleX , scaleY ) ;
y + = ( font - > mFont - > GetHeight ( ) + linespacing ) * scaleY ;
}
}
else
{
self - > DrawString ( font - > mFont , string , x , y , flags , alpha , trans , font - > mSpacing , font - > mMonospacing , font - > mShadowX , font - > mShadowY , scaleX , scaleY ) ;
}
}
//============================================================================
//
// draw stuff
//
//============================================================================
void DBaseStatusBar : : TransformRect ( double & x , double & y , double & w , double & h , int flags )
{
// resolve auto-alignment before making any adjustments to the position values.
if ( ! ( flags & DI_SCREEN_MANUAL_ALIGN ) )
{
if ( x < 0 ) flags | = DI_SCREEN_RIGHT ;
else flags | = DI_SCREEN_LEFT ;
if ( y < 0 ) flags | = DI_SCREEN_BOTTOM ;
else flags | = DI_SCREEN_TOP ;
}
x + = drawOffset . X ;
y + = drawOffset . Y ;
if ( ! fullscreenOffsets )
{
StatusbarToRealCoords ( x , y , w , h ) ;
}
else
{
double orgx , orgy ;
switch ( flags & DI_SCREEN_HMASK )
{
default : orgx = 0 ; break ;
case DI_SCREEN_HCENTER : orgx = screen - > GetWidth ( ) / 2 ; break ;
case DI_SCREEN_RIGHT : orgx = screen - > GetWidth ( ) ; break ;
}
switch ( flags & DI_SCREEN_VMASK )
{
default : orgy = 0 ; break ;
case DI_SCREEN_VCENTER : orgy = screen - > GetHeight ( ) / 2 ; break ;
case DI_SCREEN_BOTTOM : orgy = screen - > GetHeight ( ) ; break ;
}
// move stuff in the top right corner a bit down if the fps counter is on.
if ( ( flags & ( DI_SCREEN_HMASK | DI_SCREEN_VMASK ) ) = = DI_SCREEN_RIGHT_TOP & & vid_fps ) y + = 10 ;
DVector2 Scale = GetHUDScale ( ) ;
x * = Scale . X ;
y * = Scale . Y ;
w * = Scale . X ;
h * = Scale . Y ;
x + = orgx ;
y + = orgy ;
}
}
static DObject * InitObject ( PClass * type , int paramnum , VM_ARGS )
{
auto obj = type - > CreateNew ( ) ;
// Todo: init
return obj ;
}
enum ENumFlags
{
FNF_WHENNOTZERO = 0x1 ,
FNF_FILLZEROS = 0x2 ,
} ;
void FormatNumber ( int number , int minsize , int maxsize , int flags , const FString & prefix , FString * result )
{
static int maxvals [ ] = { 1 , 9 , 99 , 999 , 9999 , 99999 , 999999 , 9999999 , 99999999 , 999999999 } ;
if ( number = = 0 & & ( flags & FNF_WHENNOTZERO ) )
{
* result = " " ;
return ;
}
if ( maxsize > 0 & & maxsize < 10 )
{
number = clamp ( number , - maxvals [ maxsize - 1 ] , maxvals [ maxsize ] ) ;
}
FString & fmt = * result ;
if ( minsize < = 1 ) fmt . Format ( " %s%d " , prefix . GetChars ( ) , number ) ;
else if ( flags & FNF_FILLZEROS ) fmt . Format ( " %s%0*d " , prefix . GetChars ( ) , minsize , number ) ;
else fmt . Format ( " %s%*d " , prefix . GetChars ( ) , minsize , number ) ;
}
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CVAR ( Float , hud_statscale , 2 , CVAR_ARCHIVE )
void DBaseStatusBar : : PrintLevelStats ( FLevelStats & stats )
{
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double y ;
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double scale = stats . fontscale * hud_statscale ;
if ( stats . spacing < = 0 ) stats . spacing = stats . font - > GetHeight ( ) * stats . fontscale ;
double spacing = stats . spacing * hud_statscale ;
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if ( stats . screenbottomspace < 0 )
{
double x = 0 , w = 0 , h = 0 ;
y = 200 - RelTop ;
StatusbarToRealCoords ( x , y , w , h ) ;
y - = spacing ;
}
else
{
y = ( screen - > GetHeight ( ) - stats . screenbottomspace * GetHUDScale ( ) . Y ) - spacing ;
}
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FString text ;
if ( stats . maxsecrets > 0 ) // don't bother if there are no secrets.
{
text . Format ( TEXTCOLOR_ESCAPESTR " %cS: " TEXTCOLOR_ESCAPESTR " %c%d/%d " ,
stats . letterColor + ' A ' , stats . secrets = = stats . maxsecrets ? stats . completeColor + ' A ' : stats . standardColor + ' A ' , stats . secrets , stats . maxsecrets ) ;
DrawText ( twod , stats . font , CR_UNTRANSLATED , 2 * hud_statscale , y , text , DTA_ScaleX , scale , DTA_ScaleY , scale , TAG_DONE ) ;
y - = spacing ;
}
text = " " ;
if ( stats . frags > - 1 ) text . Format ( TEXTCOLOR_ESCAPESTR " %cF: " TEXTCOLOR_ESCAPESTR " %c%d " , stats . letterColor + ' A ' , stats . standardColor + ' A ' , stats . frags ) ;
else if ( stats . maxkills = = - 2 ) text . Format ( TEXTCOLOR_ESCAPESTR " %cK: " TEXTCOLOR_ESCAPESTR " %c%d " , stats . letterColor + ' A ' , stats . standardColor + ' A ' , stats . kills ) ;
else if ( stats . maxkills ! = - 1 ) text . Format ( TEXTCOLOR_ESCAPESTR " %cK: " TEXTCOLOR_ESCAPESTR " %c%d/%d " ,
stats . letterColor + ' A ' , stats . kills = = stats . maxkills ? stats . completeColor + ' A ' : stats . standardColor + ' A ' , stats . kills , stats . maxkills ) ;
if ( text . IsNotEmpty ( ) )
{
DrawText ( twod , stats . font , CR_UNTRANSLATED , 2 * hud_statscale , y , text , DTA_ScaleX , scale , DTA_ScaleY , scale , TAG_DONE ) ;
y - = spacing ;
}
text . Format ( TEXTCOLOR_ESCAPESTR " %cT: " TEXTCOLOR_ESCAPESTR " %c%d:%02d " , stats . letterColor + ' A ' , stats . standardColor + ' A ' , stats . time / 60000 , ( stats . time % 60000 ) / 1000 ) ;
DrawText ( twod , stats . font , CR_UNTRANSLATED , 2 * hud_statscale , y , text , DTA_ScaleX , scale , DTA_ScaleY , scale , TAG_DONE ) ;
}