mirror of
https://github.com/ZDoom/raze-gles.git
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151 lines
4.2 KiB
C++
151 lines
4.2 KiB
C++
/*
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** sbar.h
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** Base status bar definition
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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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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#ifndef __SBAR_H__
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#define __SBAR_H__
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#include "dobject.h"
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#include "v_text.h"
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#include "renderstyle.h"
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#include "base_sbar.h"
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struct FRemapTable;
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#if 0
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enum EHudState
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{
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HUD_StatusBar,
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HUD_Fullscreen,
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HUD_None,
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HUD_AltHud // Used for passing through popups to the alt hud
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};
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#endif
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enum EMonospacing : int;
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// Base Status Bar ----------------------------------------------------------
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class FGameTexture;
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enum
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{
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HUDMSGLayer_OverHUD,
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HUDMSGLayer_UnderHUD,
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HUDMSGLayer_OverMap,
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NUM_HUDMSGLAYERS,
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HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
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};
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struct FLevelStats
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{
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int screenbottomspace;
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int time; // in milliseconds
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int frags;
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int kills, maxkills; // set maxkills to -1 to ignore, or to -2 to only print kills
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int secrets, maxsecrets, supersecrets; // set maxsecrets to -1 to ignore
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int spacing; // uses fontheight if 0 or less.
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EColorRange letterColor, standardColor, completeColor;
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double fontscale;
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FFont* font;
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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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class DBaseStatusBar : public DStatusBarCore
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{
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DECLARE_ABSTRACT_CLASS (DBaseStatusBar, DStatusBarCore)
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public:
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DBaseStatusBar ();
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virtual ~DBaseStatusBar() = default;
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// do not make this a DObject Serialize function because it's not used like one!
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//void SerializeMessages(FSerializer &arc);
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virtual void Tick ();
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void PrintLevelStats(FLevelStats& stats);
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void PrintAutomapInfo(FLevelStats& stats, bool forcetextfont = false);
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int GetTopOfStatusbar() const
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{
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return SBarTop;
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}
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short CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading);
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void Set43ClipRect();
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virtual void UpdateStatusBar() = 0;
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private:
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DObject *AltHud = nullptr;
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public:
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bool Centering;
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bool FixedOrigin;
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private:
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};
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extern DBaseStatusBar *StatusBar;
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inline DBaseStatusBar* StatusBar2;
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// Status bar factories -----------------------------------------------------
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// Crosshair stuff ----------------------------------------------------------
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void ST_Clear();
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extern FGameTexture *CrosshairImage;
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void SBar_DrawString(DStatusBarCore* self, DHUDFont* font, const FString& string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing, double scaleX, double scaleY, int pt = 0, int style = STYLE_Translucent);
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void setViewport(int viewSize);
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struct MapRecord;
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void setLevelStarted(MapRecord *);
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void drawMapTitle();
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class FSerializer;
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void SerializeHud(FSerializer &arc);
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extern int levelTextTime;
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struct SummaryInfo;
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void UpdateStatusBar(SummaryInfo* info);
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#endif /* __SBAR_H__ */
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