mirror of
https://github.com/ZDoom/raze-gles.git
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381 lines
13 KiB
C++
381 lines
13 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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//extern DBaseStatusBar *StatusBar;
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extern int setblocks;
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IMPLEMENT_CLASS(DBaseStatusBar, true, false)
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//---------------------------------------------------------------------------
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// ST_Clear
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//
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//---------------------------------------------------------------------------
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void ST_Clear()
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{
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/*
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if (StatusBar != NULL)
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{
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delete StatusBar;
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StatusBar = NULL;
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}
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*/
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}
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//---------------------------------------------------------------------------
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//
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// Constructor
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//
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//---------------------------------------------------------------------------
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DBaseStatusBar::DBaseStatusBar ()
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{
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CompleteBorder = false;
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Centering = false;
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FixedOrigin = false;
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SetSize(0);
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}
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//---------------------------------------------------------------------------
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//
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// PROC Tick
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::Tick ()
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{
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}
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static DObject *InitObject(PClass *type, int paramnum, VM_ARGS)
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{
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auto obj = type->CreateNew();
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// Todo: init
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return obj;
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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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void DBaseStatusBar::PrintLevelStats(FLevelStats &stats)
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{
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double y;
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double scale = stats.fontscale * hud_statscale;
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if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale;
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double spacing = stats.spacing * hud_statscale;
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if (stats.screenbottomspace < 0)
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{
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y = 200 - (RelTop - stats.screenbottomspace) * hud_scalefactor - spacing;
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}
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else
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{
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y = 200 - stats.screenbottomspace * hud_scalefactor - spacing;
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}
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double y1, y2, y3;
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if (stats.maxsecrets > 0) // don't bother if there are no secrets.
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{
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y1 = y;
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y -= spacing;
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}
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if (stats.frags >= 0 || stats.maxkills != -1)
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{
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y2 = y;
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y -= spacing;
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}
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y3 = y;
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FString text;
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int black = 0x80000000;
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text.Format(TEXTCOLOR_ESCAPESTR "%cT: " TEXTCOLOR_ESCAPESTR "%c%d:%02d", stats.letterColor + 'A', stats.standardColor + 'A', stats.time / 60000, (stats.time % 60000) / 1000);
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DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y3 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
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DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y3, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
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text = "";
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if (stats.frags > -1) text.Format(TEXTCOLOR_ESCAPESTR "%cF: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.frags);
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else if (stats.maxkills == -2) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.kills);
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else if (stats.maxkills != -1) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d/%d",
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stats.letterColor + 'A', stats.kills == stats.maxkills ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.kills, stats.maxkills);
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if (text.IsNotEmpty())
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{
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DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale+scale, y2+scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
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DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y2, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
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}
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if (stats.maxsecrets > 0) // don't bother if there are no secrets.
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{
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if (stats.supersecrets <= 0)
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text.Format(TEXTCOLOR_ESCAPESTR "%cS: " TEXTCOLOR_ESCAPESTR "%c%d/%d",
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stats.letterColor + 'A', stats.secrets >= stats.maxsecrets ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.secrets, stats.maxsecrets);
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else
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text.Format(TEXTCOLOR_ESCAPESTR "%cS: " TEXTCOLOR_ESCAPESTR "%c%d/%d+%d",
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stats.letterColor + 'A', stats.secrets >= stats.maxsecrets ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.secrets, stats.maxsecrets, stats.supersecrets);
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DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y1 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
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DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y1, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, 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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//============================================================================
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void DBaseStatusBar::PrintAutomapInfo(FLevelStats& stats, bool forcetextfont)
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{
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auto lev = currentLevel;
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FString mapname;
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if (am_showlabel)
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mapname.Format(TEXTCOLOR_ESCAPESTR "%c%s: " TEXTCOLOR_ESCAPESTR "%c%s", stats.letterColor+'A', lev->LabelName(), stats.standardColor+'A', lev->DisplayName());
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else
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mapname = lev->DisplayName();
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forcetextfont |= am_textfont;
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double y;
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double scale = stats.fontscale * (forcetextfont ? *hud_statscale : 1); // the tiny default font used by all games here cannot be scaled for readability purposes.
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if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale;
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double spacing = stats.spacing * (forcetextfont ? *hud_statscale : 1);
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if (am_nameontop)
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{
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y = spacing + 1;
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}
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else if (stats.screenbottomspace < 0)
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{
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y = 200 - RelTop - spacing;
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}
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else
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{
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y = 200 - stats.screenbottomspace - spacing;
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}
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const auto &volname = gVolumeNames[volfromlevelnum(lev->levelNumber)];
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if (volname.IsEmpty() && am_nameontop) y = 1;
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DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, mapname, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE);
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y -= spacing;
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if (!(lev->flags & MI_USERMAP) && !(g_gameType & GAMEFLAG_PSEXHUMED) && volname.IsNotEmpty())
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DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, GStrings.localize(volname),
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DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, 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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short DBaseStatusBar::CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading)
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{
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// Determine amount in clip.
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short clip_amount = ammo_remaining % clip_capacity;
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// Set current clip value to clip capacity if wrapped around to zero, otherwise use determined value.
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short clip_current = ammo_remaining != 0 && clip_amount == 0 ? clip_capacity : clip_amount;
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// Return current clip value if weapon has rounds or is not on a reload cycle.
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return ammo_remaining == 0 || (reloading && clip_amount == 0) ? 0 : clip_current;
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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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void DBaseStatusBar::Set43ClipRect()
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{
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auto GetWidth = [=]() { return twod->GetWidth(); };
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auto GetHeight = [=]() {return twod->GetHeight(); };
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auto screenratio = ActiveRatio(GetWidth(), GetHeight());
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if (screenratio < 1.34) return;
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int width = xs_CRoundToInt(GetWidth() * 1.333 / screenratio);
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int left = (GetWidth() - width) / 2;
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twod->SetClipRect(left, 0, width, GetHeight());
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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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void setViewport(int viewSize)
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{
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int x0, y0, x1, y1;
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if (screen == nullptr) return;
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int xdim = screen->GetWidth();
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int ydim = screen->GetHeight();
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if (xdim == 0 || ydim == 0) return;
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auto reserved = gi->GetReservedScreenSpace(viewSize);
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reserved.top = xs_CRoundToInt((reserved.top * hud_scalefactor * ydim) / 200);
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reserved.statusbar = xs_CRoundToInt((reserved.statusbar * hud_scalefactor * ydim) / 200);
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int xdimcorrect = std::min(Scale(ydim, 4, 3), xdim);
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if (viewSize > Hud_Stbar)
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{
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x0 = 0;
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x1 = xdim - 1;
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y0 = reserved.top;
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y1 = ydim - 1;
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}
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else
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{
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x0 = 0;
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y0 = reserved.top;
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x1 = xdim - 1;
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y1 = ydim - 1 - reserved.statusbar;
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int height = y1 - y0;
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int frameheight = (height * (5 - viewSize) / 20);
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int framewidth = Scale(frameheight, xdim, y1+1);
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x0 += framewidth;
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x1 -= framewidth;
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y0 += frameheight;
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y1 -= frameheight;
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}
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videoSetViewableArea(x0, y0, x1, y1);
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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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int levelTextTime;
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void SerializeHud(FSerializer &arc)
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{
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if (arc.BeginObject("hud"))
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{
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arc("texttimer", levelTextTime)
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.EndObject();
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}
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}
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void setLevelStarted(MapRecord *mi)
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{
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levelTextTime = 85;
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Printf(PRINT_NONOTIFY, TEXTCOLOR_GOLD "%s: %s\n", mi->LabelName(), mi->DisplayName());
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}
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void drawMapTitle()
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{
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if (!hud_showmapname || levelTextTime <= 0 || M_Active())
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return;
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double alpha = levelTextTime > 16? 1.0 : levelTextTime / 16.;
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if (alpha > 0)
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{
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double scale = (g_gameType & GAMEFLAG_RRALL)? 0.4 : (g_gameType & GAMEFLAG_SW)? 0.7 : 1.0;
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auto text = currentLevel->DisplayName();
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double x = 160 - BigFont->StringWidth(text) * scale / 2.;
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double y = isBlood() ? 50 : 100 - BigFont->GetHeight()/2.;
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bool shadow = true;
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if (shadow)
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{
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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);
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}
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DrawText(twod, BigFont, CR_UNDEFINED, x, y, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Alpha, alpha, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
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}
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}
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