raze-gles/source/core/statusbar.cpp
Christoph Oelckers 3a0c84d3ca - split statusbar.cpp in two.
To keep Raze-exclusive content out of the main file that's about to be edited.
2020-10-31 13:19:59 +01:00

674 lines
18 KiB
C++

/*
** 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 "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<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 = 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;
}
}