/* ** 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 #include "build.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 "gamecvars.h" #include "m_fixed.h" #include "gamecontrol.h" #include "gamestruct.h" #include "razemenu.h" #include "mapinfo.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_showtime) EXTERN_CVAR (Bool, am_showtotaltime) EXTERN_CVAR (Bool, noisedebug) EXTERN_CVAR(Bool, vid_fps) EXTERN_CVAR(Bool, inter_subtitles) DStatusBarCore *StatusBar; extern int setblocks; CVAR (Bool, idmypos, false, 0); FGameTexture* CrosshairImage; static int CrosshairNum; CVAR(Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE); CVAR(Int, crosshairhealth, 2, CVAR_ARCHIVE); CVAR(Float, crosshairscale, 1.0, CVAR_ARCHIVE); CVAR(Bool, crosshairgrow, false, CVAR_ARCHIVE); EXTERN_CVAR(Bool, vid_fps) void ST_LoadCrosshair(int num, bool alwaysload) { char name[16]; char size; if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL) { // No change. return; } if (num == 0) { CrosshairNum = 0; CrosshairImage = NULL; return; } if (num < 0) { num = -num; } size = (twod->GetWidth() < 640) ? 'S' : 'B'; mysnprintf(name, countof(name), "XHAIR%c%d", size, num); FTextureID texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly); if (!texid.isValid()) { mysnprintf(name, countof(name), "XHAIR%c1", size); texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly); if (!texid.isValid()) { texid = TexMan.CheckForTexture("XHAIRS1", ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly); } } CrosshairNum = num; CrosshairImage = TexMan.GetGameTexture(texid); } void ST_UnloadCrosshair() { CrosshairImage = NULL; CrosshairNum = 0; } //--------------------------------------------------------------------------- // // DrawCrosshair // //--------------------------------------------------------------------------- void ST_DrawCrosshair(int phealth, double xpos, double ypos, double scale) { uint32_t color; double size; int w, h; // Don't draw the crosshair if there is none if (CrosshairImage == NULL) { return; } if (crosshairscale > 0.0f) { size = twod->GetHeight() * crosshairscale * 0.005; } else { size = 1.; } if (crosshairgrow) { size *= scale; } w = int(CrosshairImage->GetDisplayWidth() * size); h = int(CrosshairImage->GetDisplayHeight() * size); if (crosshairhealth == 1) { // "Standard" crosshair health (green-red) int health = phealth; if (health >= 85) { color = 0x00ff00; } else { int red, green; health -= 25; if (health < 0) { health = 0; } if (health < 30) { red = 255; green = health * 255 / 30; } else { red = (60 - health) * 255 / 30; green = 255; } color = (red << 16) | (green << 8); } } else if (crosshairhealth == 2) { // "Enhanced" crosshair health (blue-green-yellow-red) int health = clamp(phealth, 0, 200); float rr, gg, bb; float saturation = health < 150 ? 1.f : 1.f - (health - 150) / 100.f; HSVtoRGB(&rr, &gg, &bb, health * 1.2f, saturation, 1); int red = int(rr * 255); int green = int(gg * 255); int blue = int(bb * 255); color = (red << 16) | (green << 8) | blue; } else { color = crosshaircolor; } DrawTexture(twod, CrosshairImage, xpos, ypos, DTA_DestWidth, w, DTA_DestHeight, h, DTA_AlphaChannel, true, DTA_FillColor, color & 0xFFFFFF, TAG_DONE); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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); } 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; } } //============================================================================ // // draw stuff // //============================================================================ void DStatusBarCore::StatusbarToRealCoords(double &x, double &y, double &w, double &h) const { x = ST_X + x * SBarScale.X; y = ST_Y + y * SBarScale.Y; w *= SBarScale.X; h *= SBarScale.Y; } //============================================================================ // // draw stuff // //============================================================================ void DStatusBarCore::DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation, double rotate, ERenderStyle style) { if (!texture.isValid()) return; FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE)); DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, color, translation, rotate, style); } void DStatusBarCore::DrawGraphic(FGameTexture* tex, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation, double rotate, ERenderStyle style) { 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; double xo = 0, yo = 0; if (flags & DI_ITEM_RELCENTER) { xo = tex->GetDisplayWidth() / 2 + tex->GetDisplayLeftOffset(); yo = tex->GetDisplayHeight() / 2 + tex->GetDisplayTopOffset(); } else { switch (flags & DI_ITEM_HMASK) { case DI_ITEM_HCENTER: xo = tex->GetDisplayWidth() / 2; break; case DI_ITEM_RIGHT: xo = tex->GetDisplayWidth(); break; case DI_ITEM_HOFFSET: xo = tex->GetDisplayLeftOffset(); break; } switch (flags & DI_ITEM_VMASK) { case DI_ITEM_VCENTER: yo = tex->GetDisplayHeight() / 2; break; case DI_ITEM_BOTTOM: yo = tex->GetDisplayHeight(); break; case DI_ITEM_VOFFSET: yo = tex->GetDisplayTopOffset(); 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 = twod->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = twod->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; } // Now reapply the texture offsets. We will need them DrawTexture(twod, tex, x, y, DTA_TopOffsetF, yo, DTA_LeftOffsetF, xo, 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), DTA_FlipY, !!(flags& DI_MIRRORY), DTA_Rotate, rotate, DTA_FlipOffsets, true, DTA_LegacyRenderStyle, style, TAG_DONE); } //============================================================================ // // draw a string // //============================================================================ void DStatusBarCore::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 ((spacing)*cstring.CharacterCount()) //monospaced, so just multiply the character size : static_cast (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())); break; case DI_TEXT_ALIGN_CENTER: dx = monospaced ? static_cast ((spacing)*cstring.CharacterCount()) / 2 //monospaced, so just multiply the character size : static_cast (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 = twod->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = twod->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; } width += font->GetDefaultKerning(); 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)) { DrawChar(twod, font, CR_UNTRANSLATED, rx + shadowX, ry + shadowY, ch, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Alpha, (Alpha * 0.4), DTA_FillColor, 0, TAG_DONE); } 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(DStatusBarCore *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 DStatusBarCore::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 = twod->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = twod->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; } }