mirror of
https://github.com/ZDoom/raze-gles.git
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e2de6d9dc3
This is needed for rotating around the pivot point, if the offset is applied here the low level code cannot do the rotation properly anymore.
846 lines
No EOL
24 KiB
C++
846 lines
No EOL
24 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);
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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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double xo = 0, yo = 0;
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switch (flags & DI_ITEM_HMASK)
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{
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case DI_ITEM_HCENTER: xo = texwidth / 2; break;
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case DI_ITEM_RIGHT: xo = texwidth; break;
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case DI_ITEM_HOFFSET: xo = tex->GetDisplayLeftOffset(); 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: yo = texheight / 2; break;
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case DI_ITEM_BOTTOM: yo = texheight; break;
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case DI_ITEM_VOFFSET: yo = tex->GetDisplayTopOffset(); 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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// Now reapply the texture offsets. We will need them
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DrawTexture(twod, tex, x, y,
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DTA_TopOffsetF, yo,
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DTA_LeftOffsetF, xo,
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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,
|
|
DTA_Alpha, Alpha,
|
|
DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED),
|
|
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);
|
|
}
|
|
|
|
CVAR(Float, hud_statscale, 2, CVAR_ARCHIVE)
|
|
|
|
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)
|
|
{
|
|
double x = 0, w = 0, h = 0;
|
|
y = 200 - RelTop;
|
|
StatusbarToRealCoords(x, y, w, h);
|
|
y -= spacing;
|
|
}
|
|
else
|
|
{
|
|
y = (screen->GetHeight() - stats.screenbottomspace * GetHUDScale().Y) - spacing;
|
|
}
|
|
|
|
FString text;
|
|
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, y, text, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
|
|
y -= spacing;
|
|
}
|
|
|
|
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, y, text, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
|
|
y -= spacing;
|
|
}
|
|
|
|
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, y, text, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
|
|
} |