mirror of
https://github.com/ZDoom/raze-gles.git
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800 lines
22 KiB
C++
800 lines
22 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 "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 "../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_showitems)
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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 (Int, con_scaletext)
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EXTERN_CVAR(Bool, vid_fps)
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EXTERN_CVAR(Bool, inter_subtitles)
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CVAR(Int, newhud_scale, 1, CVAR_ARCHIVE)
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CVAR(Bool, log_vgafont, false, CVAR_ARCHIVE)
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DBaseStatusBar *StatusBar;
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extern int setblocks;
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FGameTexture *CrosshairImage;
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static int CrosshairNum;
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// Stretch status bar to full screen width?
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CUSTOM_CVAR (Int, st_scale, 0, CVAR_ARCHIVE)
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{
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if (self < -1)
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{
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self = -1;
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return;
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}
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if (StatusBar)
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{
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StatusBar->SetScale();
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setsizeneeded = true;
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}
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}
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CUSTOM_CVAR(Bool, hud_aspectscale, false, CVAR_ARCHIVE)
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{
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if (StatusBar)
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{
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StatusBar->SetScale();
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setsizeneeded = true;
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}
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}
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CVAR (Bool, crosshairon, true, CVAR_ARCHIVE);
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CVAR (Int, crosshair, 0, CVAR_ARCHIVE)
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CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE)
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CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
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CVAR (Int, crosshairhealth, 1, 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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CUSTOM_CVAR(Int, am_showmaplabel, 2, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 2) self = 2;
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}
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CVAR (Bool, idmypos, false, 0);
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//---------------------------------------------------------------------------
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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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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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CrosshairImage = NULL;
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CrosshairNum = 0;
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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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CrosshairSize = 1.;
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Displacement = 0;
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ShowLog = false;
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defaultScale = { (double)CleanXfac, (double)CleanYfac };
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SetSize(0);
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}
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static 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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void DBaseStatusBar::SetSize(int reltop, int hres, int vres, int hhres, int hvres)
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{
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ValidateResolution(hres, vres);
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BaseRelTop = reltop;
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BaseSBarHorizontalResolution = hres;
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BaseSBarVerticalResolution = vres;
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BaseHUDHorizontalResolution = hhres < 0? hres : hhres;
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BaseHUDVerticalResolution = hvres < 0? vres : hvres;
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SetDrawSize(reltop, hres, vres);
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}
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static void ST_CalcCleanFacs(int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany)
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{
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float ratio;
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int cwidth;
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int cheight;
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int cx1, cy1, cx2, cy2;
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ratio = ActiveRatio(realwidth, realheight);
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if (AspectTallerThanWide(ratio))
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{
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cwidth = realwidth;
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cheight = realheight * AspectMultiplier(ratio) / 48;
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}
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else
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{
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cwidth = realwidth * AspectMultiplier(ratio) / 48;
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cheight = realheight;
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}
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// Use whichever pair of cwidth/cheight or width/height that produces less difference
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// between CleanXfac and CleanYfac.
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cx1 = MAX(cwidth / designwidth, 1);
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cy1 = MAX(cheight / designheight, 1);
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cx2 = MAX(realwidth / designwidth, 1);
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cy2 = MAX(realheight / designheight, 1);
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if (abs(cx1 - cy1) <= abs(cx2 - cy2) || MAX(cx1, cx2) >= 4)
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{ // e.g. 640x360 looks better with this.
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*cleanx = cx1;
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*cleany = cy1;
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}
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else
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{ // e.g. 720x480 looks better with this.
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*cleanx = cx2;
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*cleany = cy2;
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}
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if (*cleanx < *cleany)
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*cleany = *cleanx;
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else
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*cleanx = *cleany;
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}
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void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres)
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{
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ValidateResolution(hres, vres);
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RelTop = reltop;
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HorizontalResolution = hres;
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VerticalResolution = vres;
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int x, y;
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ST_CalcCleanFacs(hres, vres, SCREENWIDTH, SCREENHEIGHT, &x, &y);
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defaultScale = { (double)x, (double)y };
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SetScale(); // recalculate positioning info.
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}
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//---------------------------------------------------------------------------
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//
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// PROC SetScaled
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::SetScale ()
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{
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ValidateResolution(HorizontalResolution, VerticalResolution);
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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if (st_scale < 0 || ForcedScale)
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{
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// This is the classic fullscreen scale with aspect ratio compensation.
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int sby = VerticalResolution - RelTop;
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float aspect = ActiveRatio(w, h);
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if (!AspectTallerThanWide(aspect))
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{
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// Wider or equal than 4:3
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SBarTop = Scale(sby, h, VerticalResolution);
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double width4_3 = w * 1.333 / aspect;
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ST_X = int((w - width4_3) / 2);
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}
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else
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{ // 5:4 resolution
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ST_X = 0;
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// this was far more obtuse before...
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double height4_3 = h * aspect / 1.333;
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SBarTop = int(h - height4_3 + sby * height4_3 / VerticalResolution);
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}
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Displacement = 0;
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SBarScale.X = -1;
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ST_Y = 0;
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}
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else
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{
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// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
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// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
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// the resulting scaling factor needs to be reduced accordingly.
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int realscale = clamp((320 * GetUIScale(twod, st_scale)) / HorizontalResolution, 1, w / HorizontalResolution);
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double realscaley = realscale * (hud_aspectscale ? 1.2 : 1.);
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ST_X = (w - HorizontalResolution * realscale) / 2;
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SBarTop = int(h - RelTop * realscaley);
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if (RelTop > 0)
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{
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Displacement = double((SBarTop * VerticalResolution / h) - (VerticalResolution - RelTop))/RelTop/realscaley;
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}
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else
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{
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Displacement = 0;
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}
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SBarScale.X = realscale;
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SBarScale.Y = realscaley;
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ST_Y = int(h - VerticalResolution * realscaley);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC GetHUDScale
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//
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//---------------------------------------------------------------------------
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DVector2 DBaseStatusBar::GetHUDScale() const
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{
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int scale;
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if (newhud_scale < 0 || ForcedScale) // a negative value is the equivalent to the old boolean hud_scale. This can yield different values for x and y for higher resolutions.
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{
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return defaultScale;
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}
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scale = GetUIScale(twod, newhud_scale);
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int hres = HorizontalResolution;
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int vres = VerticalResolution;
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ValidateResolution(hres, vres);
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// Since status bars and HUDs can be designed for non 320x200 screens this needs to be factored in here.
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// The global scaling factors are for resources at 320x200, so if the actual ones are higher resolution
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// the resulting scaling factor needs to be reduced accordingly.
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int realscale = MAX<int>(1, (320 * scale) / hres);
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return{ double(realscale), double(realscale * (hud_aspectscale ? 1.2 : 1.)) };
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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::BeginStatusBar(int resW, int resH, int relTop, bool forceScaled)
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{
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SetDrawSize(relTop < 0? BaseRelTop : relTop, resW < 0? BaseSBarHorizontalResolution : resW, resH < 0? BaseSBarVerticalResolution : resH);
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ForcedScale = forceScaled;
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fullscreenOffsets = false;
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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::BeginHUD(int resW, int resH, double Alpha, bool forcescaled)
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{
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SetDrawSize(RelTop, resW < 0? BaseHUDHorizontalResolution : resW, resH < 0? BaseHUDVerticalResolution : resH);
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this->Alpha = Alpha;
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ForcedScale = forcescaled;
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CompleteBorder = false;
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fullscreenOffsets = true;
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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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if (artiflashTick > 0)
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artiflashTick--;
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if (itemflashFade > 0)
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{
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itemflashFade -= 1 / 14.;
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if (itemflashFade < 0)
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{
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itemflashFade = 0;
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}
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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 DBaseStatusBar::StatusbarToRealCoords(double &x, double &y, double &w, double &h) const
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{
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if (SBarScale.X == -1 || ForcedScale)
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{
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int hres = HorizontalResolution;
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int vres = VerticalResolution;
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ValidateResolution(hres, vres);
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VirtualToRealCoords(twod, x, y, w, h, hres, vres, true, true);
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}
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else
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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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//
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// draw stuff
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//
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//============================================================================
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void DBaseStatusBar::DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation)
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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);
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}
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void DBaseStatusBar::DrawGraphic(FGameTexture* tex, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation)
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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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switch (flags & DI_ITEM_HMASK)
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{
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case DI_ITEM_HCENTER: x -= boxwidth / 2; break;
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case DI_ITEM_RIGHT: x -= boxwidth; break;
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case DI_ITEM_HOFFSET: x -= tex->GetDisplayLeftOffset() * boxwidth / texwidth; 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: y -= boxheight / 2; break;
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case DI_ITEM_BOTTOM: y -= boxheight; break;
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case DI_ITEM_VOFFSET: y -= tex->GetDisplayTopOffset() * boxheight / texheight; break;
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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 = screen->GetWidth() / 2; break;
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case DI_SCREEN_RIGHT: orgx = screen->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 = screen->GetHeight() / 2; break;
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case DI_SCREEN_BOTTOM: orgy = screen->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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DrawTexture(twod, tex, x, y,
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DTA_TopOffset, 0,
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DTA_LeftOffset, 0,
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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,
|
|
DTA_FlipX, !!(flags & DI_MIRROR),
|
|
TAG_DONE);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// draw a string
|
|
//
|
|
//============================================================================
|
|
|
|
void DBaseStatusBar::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 = screen->GetWidth() / 2; break;
|
|
case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break;
|
|
}
|
|
|
|
switch (flags & DI_SCREEN_VMASK)
|
|
{
|
|
default: orgy = 0; break;
|
|
case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break;
|
|
case DI_SCREEN_BOTTOM: orgy = screen->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;
|
|
}
|
|
|
|
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))
|
|
{
|
|
#if 0
|
|
// This doesn't work with the limited backend the engine currently uses.
|
|
DrawChar(twod, font, CR_UNTRANSLATED, rx + shadowX, ry + shadowY, ch,
|
|
DTA_DestWidthF, rw,
|
|
DTA_DestHeightF, rh,
|
|
DTA_Alpha, (Alpha * 0.33),
|
|
DTA_FillColor, 0,
|
|
TAG_DONE);
|
|
#endif
|
|
}
|
|
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(DBaseStatusBar *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 DBaseStatusBar::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 = screen->GetWidth() / 2; break;
|
|
case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break;
|
|
}
|
|
|
|
switch (flags & DI_SCREEN_VMASK)
|
|
{
|
|
default: orgy = 0; break;
|
|
case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break;
|
|
case DI_SCREEN_BOTTOM: orgy = screen->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;
|
|
}
|
|
}
|
|
|
|
|
|
static DObject *InitObject(PClass *type, int paramnum, VM_ARGS)
|
|
{
|
|
auto obj = type->CreateNew();
|
|
// Todo: init
|
|
return obj;
|
|
}
|
|
|
|
|
|
|
|
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);
|
|
}
|
|
|