mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
349 lines
11 KiB
C++
349 lines
11 KiB
C++
/*
|
|
** sbar.h
|
|
** Base status bar definition
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2006 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#ifndef __SBAR_H__
|
|
#define __SBAR_H__
|
|
|
|
#include "dobject.h"
|
|
#include "v_text.h"
|
|
#include "renderstyle.h"
|
|
|
|
class player_t;
|
|
struct FRemapTable;
|
|
|
|
#if 0
|
|
enum EHudState
|
|
{
|
|
HUD_StatusBar,
|
|
HUD_Fullscreen,
|
|
HUD_None,
|
|
|
|
HUD_AltHud // Used for passing through popups to the alt hud
|
|
};
|
|
#endif
|
|
|
|
enum EMonospacing : int;
|
|
|
|
|
|
// Base Status Bar ----------------------------------------------------------
|
|
|
|
class FGameTexture;
|
|
|
|
enum
|
|
{
|
|
HUDMSGLayer_OverHUD,
|
|
HUDMSGLayer_UnderHUD,
|
|
HUDMSGLayer_OverMap,
|
|
|
|
NUM_HUDMSGLAYERS,
|
|
HUDMSGLayer_Default = HUDMSGLayer_OverHUD,
|
|
};
|
|
|
|
struct FLevelStats
|
|
{
|
|
int screenbottomspace;
|
|
int time; // in milliseconds
|
|
int frags;
|
|
int kills, maxkills; // set maxkills to -1 to ignore, or to -2 to only print kills
|
|
int secrets, maxsecrets; // set maxsecrets to -1 to ignore
|
|
int spacing; // uses fontheight if 0 or less.
|
|
EColorRange letterColor, standardColor, completeColor;
|
|
double fontscale;
|
|
FFont* font;
|
|
};
|
|
|
|
//============================================================================
|
|
//
|
|
// encapsulates all settings a HUD font may need
|
|
//
|
|
//============================================================================
|
|
|
|
class DHUDFont //: public DObject
|
|
{
|
|
// this blocks CreateNew on this class which is the intent here.
|
|
//DECLARE_ABSTRACT_CLASS(DHUDFont, DObject);
|
|
|
|
public:
|
|
FFont *mFont;
|
|
int mSpacing;
|
|
EMonospacing mMonospacing;
|
|
int mShadowX;
|
|
int mShadowY;
|
|
|
|
DHUDFont() = default;
|
|
DHUDFont(FFont *f, int sp, EMonospacing ms, int sx, int sy)
|
|
: mFont(f), mSpacing(sp), mMonospacing(ms), mShadowX(sx), mShadowY(sy)
|
|
{}
|
|
};
|
|
|
|
|
|
class DBaseStatusBar //: public DObject
|
|
{
|
|
//DECLARE_CLASS (DBaseStatusBar, DObject)
|
|
//HAS_OBJECT_POINTERS
|
|
public:
|
|
// Popup screens for Strife's status bar
|
|
enum
|
|
{
|
|
POP_NoChange = -1,
|
|
POP_None,
|
|
POP_Log,
|
|
POP_Keys,
|
|
POP_Status
|
|
};
|
|
|
|
// Status face stuff
|
|
enum
|
|
{
|
|
ST_NUMPAINFACES = 5,
|
|
ST_NUMSTRAIGHTFACES = 3,
|
|
ST_NUMTURNFACES = 2,
|
|
ST_NUMSPECIALFACES = 3,
|
|
ST_NUMEXTRAFACES = 2,
|
|
ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
|
|
ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
|
|
|
|
ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
|
|
ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
|
|
ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
|
|
ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
|
|
ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
|
|
ST_DEADFACE = ST_GODFACE + 1
|
|
};
|
|
|
|
|
|
enum EAlign
|
|
{
|
|
TOP = 0,
|
|
VCENTER = 1,
|
|
BOTTOM = 2,
|
|
VOFFSET = 3,
|
|
VMASK = 3,
|
|
|
|
LEFT = 0,
|
|
HCENTER = 4,
|
|
RIGHT = 8,
|
|
HOFFSET = 12,
|
|
HMASK = 12,
|
|
|
|
CENTER = VCENTER | HCENTER,
|
|
CENTER_BOTTOM = BOTTOM | HCENTER
|
|
};
|
|
|
|
DBaseStatusBar ();
|
|
virtual ~DBaseStatusBar() = default;
|
|
void SetSize(int reltop = 32, int hres = 320, int vres = 200, int hhres = -1, int hvres = -1);
|
|
|
|
void ShowPlayerName ();
|
|
double GetDisplacement() { return Displacement; }
|
|
int GetPlayer ();
|
|
|
|
static void AddBlend (float r, float g, float b, float a, float v_blend[4]);
|
|
|
|
// do not make this a DObject Serialize function because it's not used like one!
|
|
void SerializeMessages(FSerializer &arc);
|
|
|
|
void SetScale();
|
|
virtual void Tick ();
|
|
void AttachToPlayer(player_t *player);
|
|
DVector2 GetHUDScale() const;
|
|
void NewGame ();
|
|
|
|
void DrawGraphic(FGameTexture *texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0, ERenderStyle style = STYLE_Translucent);
|
|
void DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0, ERenderStyle style = STYLE_Translucent);
|
|
void 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);
|
|
void TransformRect(double &x, double &y, double &w, double &h, int flags = 0);
|
|
void Fill(PalEntry color, double x, double y, double w, double h, int flags = 0);
|
|
|
|
void BeginStatusBar(int resW, int resH, int relTop);
|
|
void BeginHUD(int resW, int resH, double Alpha);
|
|
void StatusbarToRealCoords(double &x, double &y, double &w, double &h) const;
|
|
void PrintLevelStats(FLevelStats& stats);
|
|
void PrintAutomapInfo(FLevelStats& stats);
|
|
int GetTopOfStatusbar() const
|
|
{
|
|
return SBarTop;
|
|
}
|
|
void DoDrawAutomapHUD(int crdefault, int highlight);
|
|
short CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading);
|
|
|
|
//protected:
|
|
void DrawPowerups ();
|
|
|
|
|
|
void RefreshBackground () const;
|
|
void RefreshViewBorder ();
|
|
|
|
private:
|
|
DObject *AltHud = nullptr;
|
|
|
|
public:
|
|
|
|
void DrawCrosshair ();
|
|
|
|
// Sizing info for ths status bar.
|
|
int ST_X;
|
|
int ST_Y;
|
|
int SBarTop;
|
|
DVector2 SBarScale;
|
|
int RelTop;
|
|
int HorizontalResolution, VerticalResolution;
|
|
bool Scaled; // This needs to go away.
|
|
|
|
bool Centering;
|
|
bool FixedOrigin;
|
|
bool CompleteBorder;
|
|
double CrosshairSize;
|
|
double Displacement;
|
|
bool ShowLog;
|
|
|
|
double Alpha = 1.;
|
|
DVector2 drawOffset = { 0,0 }; // can be set by subclasses to offset drawing operations
|
|
double drawClip[4] = { 0,0,0,0 }; // defines a clipping rectangle (not used yet)
|
|
bool fullscreenOffsets = false; // current screen is displayed with fullscreen behavior.
|
|
|
|
private:
|
|
void SetDrawSize(int reltop, int hres, int vres);
|
|
|
|
int BaseRelTop;
|
|
int BaseSBarHorizontalResolution;
|
|
int BaseSBarVerticalResolution;
|
|
int BaseHUDHorizontalResolution;
|
|
int BaseHUDVerticalResolution;
|
|
|
|
};
|
|
|
|
extern DBaseStatusBar *StatusBar;
|
|
|
|
// Status bar factories -----------------------------------------------------
|
|
|
|
DBaseStatusBar *CreateCustomStatusBar(int script=0);
|
|
|
|
// Crosshair stuff ----------------------------------------------------------
|
|
|
|
void ST_LoadCrosshair(bool alwaysload=false);
|
|
void ST_Clear();
|
|
void ST_CreateStatusBar(bool bTitleLevel);
|
|
extern FGameTexture *CrosshairImage;
|
|
|
|
int GetInventoryIcon(AActor *item, uint32_t flags, int *applyscale = nullptr);
|
|
|
|
|
|
enum DI_Flags
|
|
{
|
|
DI_SKIPICON = 0x1,
|
|
DI_SKIPALTICON = 0x2,
|
|
DI_SKIPSPAWN = 0x4,
|
|
DI_SKIPREADY = 0x8,
|
|
DI_ALTICONFIRST = 0x10,
|
|
DI_TRANSLATABLE = 0x20,
|
|
DI_FORCESCALE = 0x40,
|
|
DI_DIM = 0x80,
|
|
DI_DRAWCURSORFIRST = 0x100, // only for DrawInventoryBar.
|
|
DI_ALWAYSSHOWCOUNT = 0x200, // only for DrawInventoryBar.
|
|
DI_DIMDEPLETED = 0x400,
|
|
DI_DONTANIMATE = 0x800, // do not animate the texture
|
|
DI_MIRROR = 0x1000, // flip the texture horizontally, like a mirror
|
|
DI_ITEM_RELCENTER = 0x2000,
|
|
DI_MIRRORY = 0x40000000,
|
|
|
|
DI_SCREEN_AUTO = 0, // decide based on given offsets.
|
|
DI_SCREEN_MANUAL_ALIGN = 0x4000, // If this is on, the following flags will have an effect
|
|
|
|
DI_SCREEN_TOP = DI_SCREEN_MANUAL_ALIGN,
|
|
DI_SCREEN_VCENTER = 0x8000 | DI_SCREEN_MANUAL_ALIGN,
|
|
DI_SCREEN_BOTTOM = 0x10000 | DI_SCREEN_MANUAL_ALIGN,
|
|
DI_SCREEN_VOFFSET = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
|
|
DI_SCREEN_VMASK = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
|
|
|
|
DI_SCREEN_LEFT = DI_SCREEN_MANUAL_ALIGN,
|
|
DI_SCREEN_HCENTER = 0x20000 | DI_SCREEN_MANUAL_ALIGN,
|
|
DI_SCREEN_RIGHT = 0x40000 | DI_SCREEN_MANUAL_ALIGN,
|
|
DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
|
|
DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
|
|
|
|
DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP|DI_SCREEN_LEFT,
|
|
DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP|DI_SCREEN_RIGHT,
|
|
DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_LEFT,
|
|
DI_SCREEN_LEFT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_LEFT,
|
|
DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_RIGHT,
|
|
DI_SCREEN_RIGHT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_RIGHT,
|
|
DI_SCREEN_CENTER = DI_SCREEN_VCENTER|DI_SCREEN_HCENTER,
|
|
DI_SCREEN_CENTER_TOP = DI_SCREEN_TOP | DI_SCREEN_HCENTER,
|
|
DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM|DI_SCREEN_HCENTER,
|
|
DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET|DI_SCREEN_VOFFSET,
|
|
|
|
DI_ITEM_AUTO = 0, // equivalent with bottom center, which is the default alignment.
|
|
|
|
DI_ITEM_TOP = 0x80000,
|
|
DI_ITEM_VCENTER = 0x100000,
|
|
DI_ITEM_BOTTOM = 0, // this is the default vertical alignment
|
|
DI_ITEM_VOFFSET = 0x180000,
|
|
DI_ITEM_VMASK = 0x180000,
|
|
|
|
DI_ITEM_LEFT = 0x200000,
|
|
DI_ITEM_HCENTER = 0, // this is the deafault horizontal alignment
|
|
DI_ITEM_RIGHT = 0x400000,
|
|
DI_ITEM_HOFFSET = 0x600000,
|
|
DI_ITEM_HMASK = 0x600000,
|
|
|
|
DI_ITEM_LEFT_TOP = DI_ITEM_TOP|DI_ITEM_LEFT,
|
|
DI_ITEM_RIGHT_TOP = DI_ITEM_TOP|DI_ITEM_RIGHT,
|
|
DI_ITEM_LEFT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_LEFT,
|
|
DI_ITEM_RIGHT_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_RIGHT,
|
|
DI_ITEM_CENTER = DI_ITEM_VCENTER|DI_ITEM_HCENTER,
|
|
DI_ITEM_CENTER_BOTTOM = DI_ITEM_BOTTOM|DI_ITEM_HCENTER,
|
|
DI_ITEM_OFFSETS = DI_ITEM_HOFFSET|DI_ITEM_VOFFSET,
|
|
|
|
DI_TEXT_ALIGN_LEFT = 0,
|
|
DI_TEXT_ALIGN_RIGHT = 0x800000,
|
|
DI_TEXT_ALIGN_CENTER = 0x1000000,
|
|
DI_TEXT_ALIGN = 0x1800000,
|
|
|
|
DI_ALPHAMAPPED = 0x2000000,
|
|
DI_NOSHADOW = 0x4000000,
|
|
DI_ALWAYSSHOWCOUNTERS = 0x8000000,
|
|
DI_ARTIFLASH = 0x10000000,
|
|
DI_FORCEFILL = 0x20000000,
|
|
|
|
// These 2 flags are only used by SBARINFO so these duplicate other flags not used by SBARINFO
|
|
DI_DRAWINBOX = DI_TEXT_ALIGN_RIGHT,
|
|
DI_ALTERNATEONFAIL = DI_TEXT_ALIGN_CENTER,
|
|
|
|
};
|
|
|
|
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);
|
|
void setViewport(int viewSize);
|
|
|
|
#endif /* __SBAR_H__ */
|