/* ** 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) //extern DBaseStatusBar *StatusBar; extern int setblocks; IMPLEMENT_CLASS(DBaseStatusBar, true, false) //--------------------------------------------------------------------------- // ST_Clear // //--------------------------------------------------------------------------- void ST_Clear() { /* if (StatusBar != NULL) { delete StatusBar; StatusBar = NULL; } */ } //--------------------------------------------------------------------------- // // Constructor // //--------------------------------------------------------------------------- DBaseStatusBar::DBaseStatusBar () { CompleteBorder = false; Centering = false; FixedOrigin = false; SetSize(0); } //--------------------------------------------------------------------------- // // PROC Tick // //--------------------------------------------------------------------------- void DBaseStatusBar::Tick () { } static DObject *InitObject(PClass *type, int paramnum, VM_ARGS) { auto obj = type->CreateNew(); // Todo: init return obj; } //============================================================================ // // // //============================================================================ void DBaseStatusBar::PrintLevelStats(FLevelStats &stats) { double y; double scale = stats.fontscale * hud_statscale; if (stats.spacing <= 0) stats.spacing = xs_CRoundToInt(stats.font->GetHeight() * stats.fontscale); double spacing = stats.spacing * hud_statscale; if (stats.screenbottomspace < 0) { y = 200 - (RelTop - stats.screenbottomspace) * hud_scalefactor - spacing; } else { y = 200 - stats.screenbottomspace * hud_scalefactor - spacing; } double y1, y2, y3; if (stats.maxsecrets > 0) // don't bother if there are no secrets. { y1 = y; y -= spacing; } if (stats.frags >= 0 || stats.maxkills != -1) { y2 = y; y -= spacing; } y3 = y; FString text; int black = 0x80000000; 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 + scale, y3 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y3, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); 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+scale, y2+scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y2, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); } if (stats.maxsecrets > 0) // don't bother if there are no secrets. { if (stats.supersecrets <= 0) 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); else text.Format(TEXTCOLOR_ESCAPESTR "%cS: " TEXTCOLOR_ESCAPESTR "%c%d/%d+%d", stats.letterColor + 'A', stats.secrets >= stats.maxsecrets ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.secrets, stats.maxsecrets, stats.supersecrets); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y1 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y1, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); } } //============================================================================ // // // //============================================================================ void DBaseStatusBar::PrintAutomapInfo(FLevelStats& stats, bool forcetextfont) { auto lev = currentLevel; FString mapname; if (am_showlabel) mapname.Format(TEXTCOLOR_ESCAPESTR "%c%s: " TEXTCOLOR_ESCAPESTR "%c%s", stats.letterColor+'A', lev->LabelName(), stats.standardColor+'A', lev->DisplayName()); else mapname = lev->DisplayName(); forcetextfont |= am_textfont; double y; double scale = stats.fontscale * (forcetextfont ? *hud_statscale : 1); // the tiny default font used by all games here cannot be scaled for readability purposes. if (stats.spacing <= 0) stats.spacing = xs_CRoundToInt(stats.font->GetHeight() * stats.fontscale); double spacing = stats.spacing * (forcetextfont ? *hud_statscale : 1); if (am_nameontop) { y = spacing + 1; } else if (stats.screenbottomspace < 0) { y = 200 - RelTop - spacing; } else { y = 200 - stats.screenbottomspace - spacing; } auto cluster = FindCluster(lev->cluster); FString volname; if (cluster) volname = cluster->name; if (volname.IsEmpty() && am_nameontop) y = 1; DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, mapname, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE); y -= spacing; if (!(lev->flags & MI_USERMAP) && !(g_gameType & GAMEFLAG_PSEXHUMED) && volname.IsNotEmpty()) DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, GStrings.localize(volname), DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE); } //============================================================================ // // // //============================================================================ short DBaseStatusBar::CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading) { // Determine amount in clip. short clip_amount = ammo_remaining % clip_capacity; // Set current clip value to clip capacity if wrapped around to zero, otherwise use determined value. short clip_current = ammo_remaining != 0 && clip_amount == 0 ? clip_capacity : clip_amount; // Return current clip value if weapon has rounds or is not on a reload cycle. return ammo_remaining == 0 || (reloading && clip_amount == 0) ? 0 : clip_current; } //============================================================================ // // // //============================================================================ void DBaseStatusBar::Set43ClipRect() { auto GetWidth = [=]() { return twod->GetWidth(); }; auto GetHeight = [=]() {return twod->GetHeight(); }; auto screenratio = ActiveRatio(GetWidth(), GetHeight()); if (screenratio < 1.34) return; int width = xs_CRoundToInt(GetWidth() * 1.333 / screenratio); int left = (GetWidth() - width) / 2; twod->SetClipRect(left, 0, width, GetHeight()); } //============================================================================ // // // //============================================================================ void setViewport(int viewSize) { int x0, y0, x1, y1; if (screen == nullptr) return; int xdim = screen->GetWidth(); int ydim = screen->GetHeight(); if (xdim == 0 || ydim == 0) return; auto reserved = gi->GetReservedScreenSpace(viewSize); reserved.top = xs_CRoundToInt((reserved.top * hud_scalefactor * ydim) / 200); reserved.statusbar = xs_CRoundToInt((reserved.statusbar * hud_scalefactor * ydim) / 200); int xdimcorrect = std::min(Scale(ydim, 4, 3), xdim); if (viewSize > Hud_Stbar) { x0 = 0; x1 = xdim - 1; y0 = reserved.top; y1 = ydim - 1; } else { x0 = 0; y0 = reserved.top; x1 = xdim - 1; y1 = ydim - 1 - reserved.statusbar; int height = y1 - y0; int frameheight = (height * (5 - viewSize) / 20); int framewidth = Scale(frameheight, xdim, y1+1); x0 += framewidth; x1 -= framewidth; y0 += frameheight; y1 -= frameheight; } videoSetViewableArea(x0, y0, x1, y1); } //============================================================================ // // // //============================================================================ int levelTextTime; void SerializeHud(FSerializer &arc) { if (arc.BeginObject("hud")) { arc("texttimer", levelTextTime) .EndObject(); } } void setLevelStarted(MapRecord *mi) { levelTextTime = 85; Printf(PRINT_NONOTIFY, TEXTCOLOR_GOLD "%s: %s\n", mi->LabelName(), mi->DisplayName()); } void drawMapTitle() { if (!hud_showmapname || levelTextTime <= 0 || M_Active()) return; double alpha = levelTextTime > 16? 1.0 : levelTextTime / 16.; if (alpha > 0) { double scale = (g_gameType & GAMEFLAG_RRALL)? 0.4 : (g_gameType & GAMEFLAG_SW)? 0.7 : 1.0; auto text = currentLevel->DisplayName(); double x = 160 - BigFont->StringWidth(text) * scale / 2.; double y = isBlood() ? 50 : 100 - BigFont->GetHeight()/2.; bool shadow = true; if (shadow) { DrawText(twod, BigFont, CR_UNDEFINED, x+1, y+1, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Color, 0xff000000, DTA_Alpha, alpha / 2., DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); } DrawText(twod, BigFont, CR_UNDEFINED, x, y, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Alpha, alpha, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); } }