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https://github.com/ZDoom/raze-gles.git
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250 lines
7.3 KiB
C++
250 lines
7.3 KiB
C++
/*
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** c_notifybuffer.cpp
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** Implements the buffer for the notification message
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** Copyright 2005-2020 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 "c_console.h"
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#include "vm.h"
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#include "gamestate.h"
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#include "c_cvars.h"
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#include "v_video.h"
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#include "i_time.h"
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#include "printf.h"
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#include "c_console.h"
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#include "c_notifybufferbase.h"
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#include "v_video.h"
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#include "v_font.h"
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#include "v_draw.h"
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#include "gamecontrol.h"
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#include "gstrings.h"
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struct FNotifyBuffer : public FNotifyBufferBase
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{
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void DrawNative();
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public:
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void AddString(int printlevel, FString source) override;
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void Draw() override;
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};
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static FNotifyBuffer NotifyStrings;
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EXTERN_CVAR(Bool, hud_messages)
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extern bool generic_ui;
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CVAR(Float, con_notifytime, 3.f, CVAR_ARCHIVE)
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CVAR(Bool, con_centernotify, false, CVAR_ARCHIVE)
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CVAR(Bool, con_pulsetext, false, CVAR_ARCHIVE)
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CVAR(Bool, con_notify_advanced, false, CVAR_ARCHIVE)
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enum { NOTIFYFADETIME = 6 };
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CUSTOM_CVAR(Int, con_notifylines, 4, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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{
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NotifyStrings.Shift(self);
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}
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CUSTOM_CVAR(Float, con_notifyscale, 1, CVAR_ARCHIVE)
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{
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if (self < 0.36f) self = 0.36f;
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if (self > 1) self = 1;
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}
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void FNotifyBuffer::AddString(int printlevel, FString source)
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{
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if (!(printlevel & PRINT_NOTIFY) && !con_notify_advanced) return;
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if (hud_messages == 0 ||
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screen == nullptr ||
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source.IsEmpty() ||
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gamestate == GS_FULLCONSOLE ||
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gamestate == GS_MENUSCREEN ||
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con_notifylines == 0)
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return;
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auto screenratio = ActiveRatio(screen->GetWidth(), screen->GetHeight());
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FFont* font = generic_ui ? NewSmallFont : SmallFont ? SmallFont : AlternativeSmallFont;
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if (font == nullptr) return; // Without an initialized font we cannot handle the message (this is for those which come here before the font system is ready.)
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double fontscale = (generic_ui? 0.7 : NotifyFontScale) * con_notifyscale;
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int width = int(320 * (screenratio / 1.333) / fontscale);
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FNotifyBufferBase::AddString(printlevel & PRINT_TYPES, font, source, width, con_notifytime, con_notifylines);
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}
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void FNotifyBuffer::DrawNative()
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{
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// Native display is:
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// * centered at the top and pulsing for Duke
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// * centered shifted down and not pulsing for Shadow Warrior
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// * top left for Exhumed
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// * 4 lines with the tiny font for Blood. (same mechanic as the regular one, just a different font and scale.)
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bool center = g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL | GAMEFLAG_SW);
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bool pulse = g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL);
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unsigned topline = isBlood() ? 0 : Text.Size() - 1;
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FFont* font = isBlood() ? SmallFont2 : SmallFont;
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double line = isBlood() ? Top : isSWALL() ? 40 : font->GetDisplacement();
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bool canskip = isBlood();
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double scale = 1 / (NotifyFontScale * con_notifyscale);
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double lineadv = font->GetHeight() / NotifyFontScale;
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for (unsigned i = topline; i < Text.Size(); ++i)
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{
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FNotifyText& notify = Text[i];
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if (notify.TimeOut == 0)
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continue;
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int j = notify.TimeOut - notify.Ticker;
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if (j > 0)
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{
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double alpha = isBlood() ? ((j < NOTIFYFADETIME) ? 1. * j / NOTIFYFADETIME : 1) : 1;
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if (pulse)
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{
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alpha *= 0.7 + 0.3 * sin(I_msTime() / 100.);
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}
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if (!center)
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{
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DrawText(twod, font, CR_UNTRANSLATED, 0, line, notify.Text,
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DTA_FullscreenScale, FSMode_ScaleToHeight,
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DTA_VirtualWidthF, 320 * scale, DTA_VirtualHeightF, 200 * scale, DTA_KeepRatio, true,
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DTA_Alpha, alpha, TAG_DONE);
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}
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else
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{
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DrawText(twod, font, CR_UNTRANSLATED, 160 * scale - font->StringWidth(notify.Text) / 2, line, notify.Text,
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DTA_FullscreenScale, FSMode_ScaleToHeight,
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DTA_VirtualWidthF, 320 * scale, DTA_VirtualHeightF, 200 * scale,
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DTA_Alpha, alpha, TAG_DONE);
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}
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line += lineadv;
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canskip = false;
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}
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else
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{
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notify.TimeOut = 0;
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}
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}
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if (canskip)
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{
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Top = TopGoal;
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}
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}
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static bool printNative()
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{
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// Blood originally uses its tiny font for the notify display which does not play along well with localization because it is too small, so for non-English switch to the text font.
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if (con_notify_advanced) return false;
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if (!isBlood()) return true;
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auto p = GStrings["REQUIRED_CHARACTERS"];
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if (p && *p) return false;
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return true;
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}
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void FNotifyBuffer::Draw()
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{
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if (printNative())
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{
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DrawNative();
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return;
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}
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bool center = (con_centernotify != 0.f);
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int color;
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bool canskip = true;
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FFont* font = generic_ui ? NewSmallFont : SmallFont? SmallFont : AlternativeSmallFont;
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double nfscale = (generic_ui? 0.7 : NotifyFontScale);
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double scale = 1 / (nfscale * con_notifyscale);
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double line = Top + font->GetDisplacement() / nfscale;
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double lineadv = font->GetHeight () / nfscale;
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for (unsigned i = 0; i < Text.Size(); ++ i)
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{
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FNotifyText ¬ify = Text[i];
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if (notify.TimeOut == 0)
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continue;
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int j = notify.TimeOut - notify.Ticker;
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if (j > 0)
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{
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double alpha = (j < NOTIFYFADETIME) ? 1. * j / NOTIFYFADETIME : 1;
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if (con_pulsetext)
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{
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alpha *= 0.7 + 0.3 * sin(I_msTime() / 100.);
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}
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if (notify.PrintLevel >= PRINTLEVELS)
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color = CR_UNTRANSLATED;
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else
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color = PrintColors[notify.PrintLevel];
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if (!center)
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DrawText(twod, font, color, 0, line * NotifyFontScale, notify.Text,
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DTA_FullscreenScale, FSMode_ScaleToHeight,
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DTA_VirtualWidthF, 320. * scale,
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DTA_VirtualHeightF, 200. * scale,
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DTA_KeepRatio, true,
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DTA_Alpha, alpha, TAG_DONE);
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else
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DrawText(twod, font, color, 160 * scale - font->StringWidth (notify.Text) / 2.,
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line, notify.Text,
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DTA_FullscreenScale, FSMode_ScaleToHeight,
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DTA_VirtualWidthF, 320. * scale,
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DTA_VirtualHeightF, 200. * scale,
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DTA_Alpha, alpha, TAG_DONE);
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line += lineadv;
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canskip = false;
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}
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else
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{
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notify.TimeOut = 0;
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}
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}
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if (canskip)
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{
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Top = TopGoal;
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}
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}
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void SetConsoleNotifyBuffer()
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{
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C_SetNotifyBuffer(&NotifyStrings);
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}
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