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To keep Raze-exclusive content out of the main file that's about to be edited.
674 lines
18 KiB
C++
674 lines
18 KiB
C++
/*
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** shared_sbar.cpp
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** Base status bar implementation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** Copyright 2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <assert.h>
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#include "build.h"
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#include "templates.h"
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#include "statusbar.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "v_video.h"
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#include "filesystem.h"
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#include "s_soundinternal.h"
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#include "serializer.h"
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#include "serialize_obj.h"
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#include "cmdlib.h"
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#include "vm.h"
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#include "gstrings.h"
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#include "utf8.h"
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#include "texturemanager.h"
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#include "cmdlib.h"
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#include "v_draw.h"
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#include "v_font.h"
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#include "v_draw.h"
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#include "gamecvars.h"
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#include "m_fixed.h"
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#include "gamecontrol.h"
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#include "gamestruct.h"
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#include "razemenu.h"
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#include "mapinfo.h"
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#include "../version.h"
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#define XHAIRSHRINKSIZE (1./18)
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#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
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#define POWERUPICONSIZE 32
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//IMPLEMENT_CLASS(DHUDFont, true, false);
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EXTERN_CVAR (Bool, am_showmonsters)
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EXTERN_CVAR (Bool, am_showsecrets)
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EXTERN_CVAR (Bool, am_showtime)
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EXTERN_CVAR (Bool, am_showtotaltime)
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EXTERN_CVAR (Bool, noisedebug)
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EXTERN_CVAR(Bool, vid_fps)
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EXTERN_CVAR(Bool, inter_subtitles)
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DStatusBarCore *StatusBar;
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extern int setblocks;
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CVAR (Bool, idmypos, false, 0);
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FGameTexture* CrosshairImage;
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static int CrosshairNum;
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CVAR(Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
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CVAR(Int, crosshairhealth, 2, CVAR_ARCHIVE);
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CVAR(Float, crosshairscale, 1.0, CVAR_ARCHIVE);
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CVAR(Bool, crosshairgrow, false, CVAR_ARCHIVE);
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EXTERN_CVAR(Bool, vid_fps)
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void ST_LoadCrosshair(int num, bool alwaysload)
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{
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char name[16];
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char size;
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if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
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{ // No change.
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return;
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}
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if (num == 0)
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{
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CrosshairNum = 0;
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CrosshairImage = NULL;
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return;
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}
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if (num < 0)
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{
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num = -num;
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}
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size = (twod->GetWidth() < 640) ? 'S' : 'B';
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mysnprintf(name, countof(name), "XHAIR%c%d", size, num);
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FTextureID texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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if (!texid.isValid())
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{
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mysnprintf(name, countof(name), "XHAIR%c1", size);
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texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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if (!texid.isValid())
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{
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texid = TexMan.CheckForTexture("XHAIRS1", ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
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}
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}
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CrosshairNum = num;
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CrosshairImage = TexMan.GetGameTexture(texid);
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}
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void ST_UnloadCrosshair()
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{
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CrosshairImage = NULL;
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CrosshairNum = 0;
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}
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//---------------------------------------------------------------------------
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//
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// DrawCrosshair
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//
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//---------------------------------------------------------------------------
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void ST_DrawCrosshair(int phealth, double xpos, double ypos, double scale)
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{
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uint32_t color;
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double size;
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int w, h;
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// Don't draw the crosshair if there is none
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if (CrosshairImage == NULL)
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{
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return;
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}
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if (crosshairscale > 0.0f)
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{
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size = twod->GetHeight() * crosshairscale * 0.005;
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}
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else
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{
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size = 1.;
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}
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if (crosshairgrow)
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{
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size *= scale;
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}
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w = int(CrosshairImage->GetDisplayWidth() * size);
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h = int(CrosshairImage->GetDisplayHeight() * size);
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if (crosshairhealth == 1)
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{
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// "Standard" crosshair health (green-red)
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int health = phealth;
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if (health >= 85)
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{
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color = 0x00ff00;
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}
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else
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{
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int red, green;
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health -= 25;
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if (health < 0)
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{
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health = 0;
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}
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if (health < 30)
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{
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red = 255;
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green = health * 255 / 30;
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}
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else
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{
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red = (60 - health) * 255 / 30;
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green = 255;
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}
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color = (red << 16) | (green << 8);
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}
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}
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else if (crosshairhealth == 2)
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{
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// "Enhanced" crosshair health (blue-green-yellow-red)
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int health = clamp(phealth, 0, 200);
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float rr, gg, bb;
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float saturation = health < 150 ? 1.f : 1.f - (health - 150) / 100.f;
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HSVtoRGB(&rr, &gg, &bb, health * 1.2f, saturation, 1);
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int red = int(rr * 255);
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int green = int(gg * 255);
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int blue = int(bb * 255);
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color = (red << 16) | (green << 8) | blue;
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}
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else
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{
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color = crosshaircolor;
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}
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DrawTexture(twod, CrosshairImage,
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xpos, ypos,
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DTA_DestWidth, w,
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DTA_DestHeight, h,
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DTA_AlphaChannel, true,
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DTA_FillColor, color & 0xFFFFFF,
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TAG_DONE);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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enum ENumFlags
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{
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FNF_WHENNOTZERO = 0x1,
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FNF_FILLZEROS = 0x2,
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};
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void FormatNumber(int number, int minsize, int maxsize, int flags, const FString& prefix, FString* result)
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{
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static int maxvals[] = { 1, 9, 99, 999, 9999, 99999, 999999, 9999999, 99999999, 999999999 };
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if (number == 0 && (flags & FNF_WHENNOTZERO))
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{
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*result = "";
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return;
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}
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if (maxsize > 0 && maxsize < 10)
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{
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number = clamp(number, -maxvals[maxsize - 1], maxvals[maxsize]);
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}
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FString& fmt = *result;
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if (minsize <= 1) fmt.Format("%s%d", prefix.GetChars(), number);
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else if (flags & FNF_FILLZEROS) fmt.Format("%s%0*d", prefix.GetChars(), minsize, number);
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else fmt.Format("%s%*d", prefix.GetChars(), minsize, number);
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}
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void ValidateResolution(int &hres, int &vres)
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{
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if (hres == 0)
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{
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static const int HORIZONTAL_RESOLUTION_DEFAULT = 320;
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hres = HORIZONTAL_RESOLUTION_DEFAULT;
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}
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if (vres == 0)
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{
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static const int VERTICAL_RESOLUTION_DEFAULT = 200;
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vres = VERTICAL_RESOLUTION_DEFAULT;
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}
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}
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//============================================================================
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//
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// draw stuff
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//
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//============================================================================
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void DStatusBarCore::StatusbarToRealCoords(double &x, double &y, double &w, double &h) const
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{
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x = ST_X + x * SBarScale.X;
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y = ST_Y + y * SBarScale.Y;
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w *= SBarScale.X;
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h *= SBarScale.Y;
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}
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//============================================================================
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//
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// draw stuff
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//
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//============================================================================
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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)
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{
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if (!texture.isValid())
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return;
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FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE));
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DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, color, translation, rotate, style);
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}
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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)
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{
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double texwidth = tex->GetDisplayWidth() * scaleX;
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double texheight = tex->GetDisplayHeight() * scaleY;
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if (boxwidth > 0 || boxheight > 0)
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{
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if (!(flags & DI_FORCEFILL))
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{
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double scale1 = 1., scale2 = 1.;
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if (boxwidth > 0 && (boxwidth < texwidth || (flags & DI_FORCESCALE)))
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{
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scale1 = boxwidth / texwidth;
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}
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if (boxheight != -1 && (boxheight < texheight || (flags & DI_FORCESCALE)))
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{
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scale2 = boxheight / texheight;
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}
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if (flags & DI_FORCESCALE)
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{
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if (boxwidth <= 0 || (boxheight > 0 && scale2 < scale1))
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scale1 = scale2;
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}
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else scale1 = MIN(scale1, scale2);
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boxwidth = texwidth * scale1;
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boxheight = texheight * scale1;
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}
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}
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else
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{
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boxwidth = texwidth;
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boxheight = texheight;
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}
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// resolve auto-alignment before making any adjustments to the position values.
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if (!(flags & DI_SCREEN_MANUAL_ALIGN))
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{
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if (x < 0) flags |= DI_SCREEN_RIGHT;
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else flags |= DI_SCREEN_LEFT;
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if (y < 0) flags |= DI_SCREEN_BOTTOM;
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else flags |= DI_SCREEN_TOP;
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}
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Alpha *= this->Alpha;
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if (Alpha <= 0) return;
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x += drawOffset.X;
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y += drawOffset.Y;
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double xo = 0, yo = 0;
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if (flags & DI_ITEM_RELCENTER)
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{
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xo = tex->GetDisplayWidth() / 2 + tex->GetDisplayLeftOffset();
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yo = tex->GetDisplayHeight() / 2 + tex->GetDisplayTopOffset();
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}
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else
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{
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switch (flags & DI_ITEM_HMASK)
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{
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case DI_ITEM_HCENTER: xo = tex->GetDisplayWidth() / 2; break;
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case DI_ITEM_RIGHT: xo = tex->GetDisplayWidth(); break;
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case DI_ITEM_HOFFSET: xo = tex->GetDisplayLeftOffset(); break;
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}
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switch (flags & DI_ITEM_VMASK)
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{
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case DI_ITEM_VCENTER: yo = tex->GetDisplayHeight() / 2; break;
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case DI_ITEM_BOTTOM: yo = tex->GetDisplayHeight(); break;
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case DI_ITEM_VOFFSET: yo = tex->GetDisplayTopOffset(); break;
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}
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}
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if (!fullscreenOffsets)
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{
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StatusbarToRealCoords(x, y, boxwidth, boxheight);
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}
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else
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{
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double orgx, orgy;
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switch (flags & DI_SCREEN_HMASK)
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{
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default: orgx = 0; break;
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case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
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case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
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}
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switch (flags & DI_SCREEN_VMASK)
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{
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default: orgy = 0; break;
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case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
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case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
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}
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// move stuff in the top right corner a bit down if the fps counter is on.
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if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
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DVector2 Scale = GetHUDScale();
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x *= Scale.X;
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y *= Scale.Y;
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boxwidth *= Scale.X;
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boxheight *= Scale.Y;
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x += orgx;
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y += orgy;
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}
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// Now reapply the texture offsets. We will need them
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DrawTexture(twod, tex, x, y,
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DTA_TopOffsetF, yo,
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DTA_LeftOffsetF, xo,
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DTA_DestWidthF, boxwidth,
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DTA_DestHeightF, boxheight,
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DTA_Color, color,
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DTA_TranslationIndex, translation, // (flags & DI_TRANSLATABLE) ? GetTranslation() : 0,
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DTA_ColorOverlay, (flags & DI_DIM) ? MAKEARGB(170, 0, 0, 0) : 0,
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DTA_Alpha, Alpha,
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DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED),
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DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1,
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DTA_FlipX, !!(flags & DI_MIRROR),
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DTA_FlipY, !!(flags& DI_MIRRORY),
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DTA_Rotate, rotate,
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DTA_FlipOffsets, true,
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DTA_LegacyRenderStyle, style,
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TAG_DONE);
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}
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//============================================================================
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//
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// draw a string
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//
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//============================================================================
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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)
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{
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bool monospaced = monospacing != EMonospacing::Off;
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double dx = 0;
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switch (flags & DI_TEXT_ALIGN)
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{
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default:
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break;
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case DI_TEXT_ALIGN_RIGHT:
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dx = monospaced
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? static_cast<int> ((spacing)*cstring.CharacterCount()) //monospaced, so just multiply the character size
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: static_cast<int> (font->StringWidth(cstring) + (spacing * cstring.CharacterCount()));
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break;
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case DI_TEXT_ALIGN_CENTER:
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dx = monospaced
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? static_cast<int> ((spacing)*cstring.CharacterCount()) / 2 //monospaced, so just multiply the character size
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: static_cast<int> (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())) / 2;
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break;
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}
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// Take text scale into account
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x -= dx * scaleX;
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const uint8_t* str = (const uint8_t*)cstring.GetChars();
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const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1);
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int fontcolor = translation;
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double orgx = 0, orgy = 0;
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DVector2 Scale;
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if (fullscreenOffsets)
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{
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Scale = GetHUDScale();
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shadowX *= (int)Scale.X;
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shadowY *= (int)Scale.Y;
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switch (flags & DI_SCREEN_HMASK)
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{
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default: orgx = 0; break;
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case DI_SCREEN_HCENTER: orgx = twod->GetWidth() / 2; break;
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case DI_SCREEN_RIGHT: orgx = twod->GetWidth(); break;
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}
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switch (flags & DI_SCREEN_VMASK)
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{
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default: orgy = 0; break;
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case DI_SCREEN_VCENTER: orgy = twod->GetHeight() / 2; break;
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case DI_SCREEN_BOTTOM: orgy = twod->GetHeight(); break;
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}
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// move stuff in the top right corner a bit down if the fps counter is on.
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if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10;
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}
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else
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{
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Scale = { 1.,1. };
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}
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int ch;
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while (ch = GetCharFromString(str), ch != '\0')
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{
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if (ch == ' ')
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{
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x += monospaced ? spacing : font->GetSpaceWidth() + spacing;
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continue;
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}
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else if (ch == TEXTCOLOR_ESCAPE)
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{
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EColorRange newColor = V_ParseFontColor(str, translation, boldTranslation);
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if (newColor != CR_UNDEFINED)
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fontcolor = newColor;
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continue;
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}
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int width;
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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;
|
|
}
|
|
}
|
|
|
|
|