/* ** 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_text.h" #include "renderstyle.h" class player_t; struct FRemapTable; #if 0 enum EHudState { HUD_StatusBar, HUD_Fullscreen, HUD_None, HUD_AltHud // Used for passing through popups to the alt hud }; #endif enum EMonospacing : int; // Base Status Bar ---------------------------------------------------------- class FGameTexture; enum { HUDMSGLayer_OverHUD, HUDMSGLayer_UnderHUD, HUDMSGLayer_OverMap, NUM_HUDMSGLAYERS, HUDMSGLayer_Default = HUDMSGLayer_OverHUD, }; struct FLevelStats { int screenbottomspace; int time; // in milliseconds int frags; int kills, maxkills; // set maxkills to -1 to ignore, or to -2 to only print kills int secrets, maxsecrets; // set maxsecrets to -1 to ignore int spacing; // uses fontheight if 0 or less. EColorRange letterColor, standardColor, completeColor; double fontscale; FFont* font; }; //============================================================================ // // encapsulates all settings a HUD font may need // //============================================================================ class DHUDFont //: public DObject { // this blocks CreateNew on this class which is the intent here. //DECLARE_ABSTRACT_CLASS(DHUDFont, DObject); public: FFont *mFont; int mSpacing; EMonospacing mMonospacing; int mShadowX; int mShadowY; DHUDFont() = default; DHUDFont(FFont *f, int sp, EMonospacing ms, int sx, int sy) : mFont(f), mSpacing(sp), mMonospacing(ms), mShadowX(sx), mShadowY(sy) {} }; class DBaseStatusBar //: public DObject { //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 (); virtual ~DBaseStatusBar() = default; void SetSize(int reltop = 32, int hres = 320, int vres = 200, int hhres = -1, int hvres = -1); 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 AttachToPlayer(player_t *player); DVector2 GetHUDScale() const; void NewGame (); void DrawGraphic(FGameTexture *texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0, ERenderStyle style = STYLE_Translucent); void DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0, ERenderStyle style = STYLE_Translucent); void 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); 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 BeginStatusBar(int resW, int resH, int relTop); void BeginHUD(int resW, int resH, double Alpha); void StatusbarToRealCoords(double &x, double &y, double &w, double &h) const; void PrintLevelStats(FLevelStats& stats); void PrintAutomapInfo(FLevelStats& stats); int GetTopOfStatusbar() const { return SBarTop; } void DoDrawAutomapHUD(int crdefault, int highlight); //protected: void DrawPowerups (); void RefreshBackground () const; void RefreshViewBorder (); private: DObject *AltHud = nullptr; public: 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. bool Centering; bool FixedOrigin; bool CompleteBorder; double CrosshairSize; double Displacement; bool ShowLog; 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. private: void SetDrawSize(int reltop, int hres, int vres); 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_LoadCrosshair(bool alwaysload=false); void ST_Clear(); void ST_CreateStatusBar(bool bTitleLevel); extern FGameTexture *CrosshairImage; int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale = nullptr); 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_MIRROR = 0x1000, // flip the texture horizontally, like a mirror DI_ITEM_RELCENTER = 0x2000, DI_MIRRORY = 0x40000000, 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_LEFT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_LEFT, DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT, DI_SCREEN_RIGHT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_RIGHT, DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER, DI_SCREEN_CENTER_TOP = DI_SCREEN_TOP | 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, }; 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); void setViewport(int viewSize); #endif /* __SBAR_H__ */