raze-gles/source/core/statusbar2.cpp
sinisterseed 913239ee5d - minor adjustment to the level stats widget.
Since the widget was right on top of the status bar, the shadows behind it were slightly bleeding into it.
2020-11-13 17:12:01 +02:00

376 lines
12 KiB
C++

/*
** shared_sbar.cpp
** Base status bar implementation
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** Copyright 2017 Christoph Oelckers
** 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.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "build.h"
#include "templates.h"
#include "statusbar.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "v_video.h"
#include "filesystem.h"
#include "s_soundinternal.h"
#include "serializer.h"
#include "serialize_obj.h"
#include "cmdlib.h"
#include "vm.h"
#include "gstrings.h"
#include "utf8.h"
#include "texturemanager.h"
#include "cmdlib.h"
#include "v_draw.h"
#include "v_font.h"
#include "v_draw.h"
#include "gamecvars.h"
#include "m_fixed.h"
#include "gamecontrol.h"
#include "gamestruct.h"
#include "razemenu.h"
#include "mapinfo.h"
#include "../version.h"
#define XHAIRSHRINKSIZE (1./18)
#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
#define POWERUPICONSIZE 32
//IMPLEMENT_CLASS(DHUDFont, true, false);
EXTERN_CVAR (Bool, am_showmonsters)
EXTERN_CVAR (Bool, am_showsecrets)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
EXTERN_CVAR (Bool, noisedebug)
EXTERN_CVAR(Bool, vid_fps)
EXTERN_CVAR(Bool, inter_subtitles)
//extern DBaseStatusBar *StatusBar;
extern int setblocks;
IMPLEMENT_CLASS(DBaseStatusBar, true, false)
//---------------------------------------------------------------------------
// ST_Clear
//
//---------------------------------------------------------------------------
void ST_Clear()
{
/*
if (StatusBar != NULL)
{
delete StatusBar;
StatusBar = NULL;
}
*/
}
//---------------------------------------------------------------------------
//
// Constructor
//
//---------------------------------------------------------------------------
DBaseStatusBar::DBaseStatusBar ()
{
CompleteBorder = false;
Centering = false;
FixedOrigin = false;
SetSize(0);
}
//---------------------------------------------------------------------------
//
// PROC Tick
//
//---------------------------------------------------------------------------
void DBaseStatusBar::Tick ()
{
}
static DObject *InitObject(PClass *type, int paramnum, VM_ARGS)
{
auto obj = type->CreateNew();
// Todo: init
return obj;
}
//============================================================================
//
//
//
//============================================================================
void DBaseStatusBar::PrintLevelStats(FLevelStats &stats)
{
double y;
double scale = stats.fontscale * hud_statscale;
if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale;
double spacing = stats.spacing * hud_statscale;
if (stats.screenbottomspace < 0)
{
y = 200 - RelTop - spacing - 1;
}
else
{
y = 200 - stats.screenbottomspace - spacing;
}
double y1, y2, y3;
if (stats.maxsecrets > 0) // don't bother if there are no secrets.
{
y1 = y;
y -= spacing;
}
if (stats.frags >= 0 || stats.maxkills != -1)
{
y2 = y;
y -= spacing;
}
y3 = y;
FString text;
int black = 0x80000000;
text.Format(TEXTCOLOR_ESCAPESTR "%cT: " TEXTCOLOR_ESCAPESTR "%c%d:%02d", stats.letterColor + 'A', stats.standardColor + 'A', stats.time / 60000, (stats.time % 60000) / 1000);
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y3 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y3, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
text = "";
if (stats.frags > -1) text.Format(TEXTCOLOR_ESCAPESTR "%cF: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.frags);
else if (stats.maxkills == -2) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.kills);
else if (stats.maxkills != -1) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d/%d",
stats.letterColor + 'A', stats.kills == stats.maxkills ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.kills, stats.maxkills);
if (text.IsNotEmpty())
{
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale+scale, y2+scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y2, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
}
if (stats.maxsecrets > 0) // don't bother if there are no secrets.
{
text.Format(TEXTCOLOR_ESCAPESTR "%cS: " TEXTCOLOR_ESCAPESTR "%c%d/%d",
stats.letterColor + 'A', stats.secrets == stats.maxsecrets ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.secrets, stats.maxsecrets);
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y1 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE);
DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y1, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
}
}
//============================================================================
//
//
//
//============================================================================
void DBaseStatusBar::PrintAutomapInfo(FLevelStats& stats, bool forcetextfont)
{
auto lev = currentLevel;
FString mapname;
if (am_showlabel)
mapname.Format(TEXTCOLOR_ESCAPESTR "%c%s: " TEXTCOLOR_ESCAPESTR "%c%s", stats.letterColor+'A', lev->LabelName(), stats.standardColor+'A', lev->DisplayName());
else
mapname = lev->DisplayName();
forcetextfont |= am_textfont;
double y;
double scale = stats.fontscale * (forcetextfont ? *hud_statscale : 1); // the tiny default font used by all games here cannot be scaled for readability purposes.
if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale;
double spacing = stats.spacing * (forcetextfont ? *hud_statscale : 1);
if (am_nameontop)
{
y = spacing + 1;
}
else if (stats.screenbottomspace < 0)
{
y = 200 - RelTop - spacing;
}
else
{
y = 200 - stats.screenbottomspace - spacing;
}
const auto &volname = gVolumeNames[volfromlevelnum(lev->levelNumber)];
if (volname.IsEmpty() && am_nameontop) y = 1;
DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, mapname, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE);
y -= spacing;
if (!(lev->flags & MI_USERMAP) && !(g_gameType & GAMEFLAG_PSEXHUMED) && volname.IsNotEmpty())
DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, GStrings.localize(volname),
DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE);
}
//============================================================================
//
//
//
//============================================================================
short DBaseStatusBar::CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading)
{
// Determine amount in clip.
short clip_amount = ammo_remaining % clip_capacity;
// Set current clip value to clip capacity if wrapped around to zero, otherwise use determined value.
short clip_current = ammo_remaining != 0 && clip_amount == 0 ? clip_capacity : clip_amount;
// Return current clip value if weapon has rounds or is not on a reload cycle.
return ammo_remaining == 0 || (reloading && clip_amount == 0) ? 0 : clip_current;
}
//============================================================================
//
//
//
//============================================================================
void DBaseStatusBar::Set43ClipRect()
{
auto GetWidth = [=]() { return twod->GetWidth(); };
auto GetHeight = [=]() {return twod->GetHeight(); };
auto screenratio = ActiveRatio(GetWidth(), GetHeight());
if (screenratio < 1.34) return;
int width = xs_CRoundToInt(GetWidth() * 1.333 / screenratio);
int left = (GetWidth() - width) / 2;
twod->SetClipRect(left, 0, width, GetHeight());
}
//============================================================================
//
//
//
//============================================================================
void setViewport(int viewSize)
{
int x0, y0, x1, y1;
if (screen == nullptr) return;
int xdim = screen->GetWidth();
int ydim = screen->GetHeight();
if (xdim == 0 || ydim == 0) return;
auto reserved = gi->GetReservedScreenSpace(viewSize);
reserved.top = xs_CRoundToInt((reserved.top * hud_scalefactor * ydim) / 200);
reserved.statusbar = xs_CRoundToInt((reserved.statusbar * hud_scalefactor * ydim) / 200);
int xdimcorrect = std::min(Scale(ydim, 4, 3), xdim);
if (viewSize > Hud_Stbar)
{
x0 = 0;
x1 = xdim - 1;
y0 = reserved.top;
y1 = ydim - 1;
}
else
{
x0 = 0;
y0 = reserved.top;
x1 = xdim - 1;
y1 = ydim - 1 - reserved.statusbar;
int height = y1 - y0;
int frameheight = (height * (5 - viewSize) / 20);
int framewidth = Scale(frameheight, xdim, y1+1);
x0 += framewidth;
x1 -= framewidth;
y0 += frameheight;
y1 -= frameheight;
}
videoSetViewableArea(x0, y0, x1, y1);
}
//============================================================================
//
//
//
//============================================================================
int levelTextTime;
void SerializeHud(FSerializer &arc)
{
if (arc.BeginObject("hud"))
{
arc("texttimer", levelTextTime)
.EndObject();
}
}
void setLevelStarted(MapRecord *mi)
{
levelTextTime = 85;
Printf(PRINT_NONOTIFY, TEXTCOLOR_GOLD "%s: %s\n", mi->LabelName(), mi->DisplayName());
}
void drawMapTitle()
{
if (!hud_showmapname || levelTextTime <= 0 || M_Active())
return;
double alpha = levelTextTime > 16? 1.0 : levelTextTime / 16.;
if (alpha > 0)
{
double scale = (g_gameType & GAMEFLAG_RRALL)? 0.4 : (g_gameType & GAMEFLAG_SW)? 0.7 : 1.0;
auto text = currentLevel->DisplayName();
double x = 160 - BigFont->StringWidth(text) * scale / 2.;
double y = (g_gameType & GAMEFLAG_BLOOD)? 50 : 100 - BigFont->GetHeight()/2.;
bool shadow = true;
if (shadow)
{
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);
}
DrawText(twod, BigFont, CR_UNDEFINED, x, y, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Alpha, alpha, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
}
}