mirror of
https://github.com/ZDoom/raze-gles.git
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196 lines
No EOL
6.8 KiB
C++
196 lines
No EOL
6.8 KiB
C++
#pragma once
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#include "dobject.h"
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#include "textureid.h"
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#include "zstring.h"
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#include "v_draw.h"
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class FGameTexture;
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class FFont;
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extern FGameTexture* CrosshairImage;
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void ST_LoadCrosshair(int num, bool alwaysload);
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void ST_UnloadCrosshair();
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void ST_DrawCrosshair(int phealth, double xpos, double ypos, double scale);
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enum DI_Flags
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{
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DI_SKIPICON = 0x1,
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DI_SKIPALTICON = 0x2,
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DI_SKIPSPAWN = 0x4,
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DI_SKIPREADY = 0x8,
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DI_ALTICONFIRST = 0x10,
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DI_TRANSLATABLE = 0x20,
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DI_FORCESCALE = 0x40,
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DI_DIM = 0x80,
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DI_DRAWCURSORFIRST = 0x100, // only for DrawInventoryBar.
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DI_ALWAYSSHOWCOUNT = 0x200, // only for DrawInventoryBar.
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DI_DIMDEPLETED = 0x400,
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DI_DONTANIMATE = 0x800, // do not animate the texture
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DI_MIRROR = 0x1000, // flip the texture horizontally, like a mirror
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DI_ITEM_RELCENTER = 0x2000,
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DI_MIRRORY = 0x40000000,
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DI_SCREEN_AUTO = 0, // decide based on given offsets.
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DI_SCREEN_MANUAL_ALIGN = 0x4000, // If this is on, the following flags will have an effect
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DI_SCREEN_TOP = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VCENTER = 0x8000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_BOTTOM = 0x10000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VOFFSET = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_VMASK = 0x18000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT = DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HCENTER = 0x20000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_RIGHT = 0x40000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HOFFSET = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_HMASK = 0x60000 | DI_SCREEN_MANUAL_ALIGN,
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DI_SCREEN_LEFT_TOP = DI_SCREEN_TOP | DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_TOP = DI_SCREEN_TOP | DI_SCREEN_RIGHT,
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DI_SCREEN_LEFT_BOTTOM = DI_SCREEN_BOTTOM | DI_SCREEN_LEFT,
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DI_SCREEN_LEFT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_LEFT,
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DI_SCREEN_RIGHT_BOTTOM = DI_SCREEN_BOTTOM | DI_SCREEN_RIGHT,
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DI_SCREEN_RIGHT_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_RIGHT,
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DI_SCREEN_CENTER = DI_SCREEN_VCENTER | DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_TOP = DI_SCREEN_TOP | DI_SCREEN_HCENTER,
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DI_SCREEN_CENTER_BOTTOM = DI_SCREEN_BOTTOM | DI_SCREEN_HCENTER,
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DI_SCREEN_OFFSETS = DI_SCREEN_HOFFSET | DI_SCREEN_VOFFSET,
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DI_ITEM_AUTO = 0, // equivalent with bottom center, which is the default alignment.
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DI_ITEM_TOP = 0x80000,
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DI_ITEM_VCENTER = 0x100000,
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DI_ITEM_BOTTOM = 0, // this is the default vertical alignment
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DI_ITEM_VOFFSET = 0x180000,
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DI_ITEM_VMASK = 0x180000,
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DI_ITEM_LEFT = 0x200000,
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DI_ITEM_HCENTER = 0, // this is the deafault horizontal alignment
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DI_ITEM_RIGHT = 0x400000,
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DI_ITEM_HOFFSET = 0x600000,
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DI_ITEM_HMASK = 0x600000,
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DI_ITEM_LEFT_TOP = DI_ITEM_TOP | DI_ITEM_LEFT,
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DI_ITEM_RIGHT_TOP = DI_ITEM_TOP | DI_ITEM_RIGHT,
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DI_ITEM_LEFT_BOTTOM = DI_ITEM_BOTTOM | DI_ITEM_LEFT,
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DI_ITEM_RIGHT_BOTTOM = DI_ITEM_BOTTOM | DI_ITEM_RIGHT,
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DI_ITEM_CENTER = DI_ITEM_VCENTER | DI_ITEM_HCENTER,
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DI_ITEM_CENTER_BOTTOM = DI_ITEM_BOTTOM | DI_ITEM_HCENTER,
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DI_ITEM_OFFSETS = DI_ITEM_HOFFSET | DI_ITEM_VOFFSET,
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DI_TEXT_ALIGN_LEFT = 0,
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DI_TEXT_ALIGN_RIGHT = 0x800000,
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DI_TEXT_ALIGN_CENTER = 0x1000000,
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DI_TEXT_ALIGN = 0x1800000,
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DI_ALPHAMAPPED = 0x2000000,
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DI_NOSHADOW = 0x4000000,
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DI_ALWAYSSHOWCOUNTERS = 0x8000000,
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DI_ARTIFLASH = 0x10000000,
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DI_FORCEFILL = 0x20000000,
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// These 2 flags are only used by SBARINFO so these duplicate other flags not used by SBARINFO
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DI_DRAWINBOX = DI_TEXT_ALIGN_RIGHT,
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DI_ALTERNATEONFAIL = DI_TEXT_ALIGN_CENTER,
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};
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//============================================================================
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//
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// encapsulates all settings a HUD font may need
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//
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//============================================================================
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class DHUDFont : public DObject
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{
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// this blocks CreateNew on this class which is the intent here.
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DECLARE_CLASS(DHUDFont, DObject);
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public:
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FFont* mFont;
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int mSpacing;
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EMonospacing mMonospacing;
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int mShadowX;
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int mShadowY;
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DHUDFont() = default;
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DHUDFont(FFont* f, int sp, EMonospacing ms, int sx, int sy)
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: mFont(f), mSpacing(sp), mMonospacing(ms), mShadowX(sx), mShadowY(sy)
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{}
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};
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class DStatusBarCore : public DObject
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{
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DECLARE_CLASS(DStatusBarCore, DObject)
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protected:
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public:
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enum EAlign
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{
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TOP = 0,
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VCENTER = 1,
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BOTTOM = 2,
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VOFFSET = 3,
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VMASK = 3,
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LEFT = 0,
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HCENTER = 4,
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RIGHT = 8,
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HOFFSET = 12,
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HMASK = 12,
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CENTER = VCENTER | HCENTER,
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CENTER_BOTTOM = BOTTOM | HCENTER
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};
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int ST_X;
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int ST_Y;
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int SBarTop;
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int RelTop;
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int HorizontalResolution, VerticalResolution;
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double Alpha = 1.;
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DVector2 SBarScale;
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DVector2 drawOffset = { 0,0 }; // can be set by subclasses to offset drawing operations
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DVector2 defaultScale; // factor for clean fully scaled display.
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double drawClip[4] = { 0,0,0,0 }; // defines a clipping rectangle (not used yet)
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bool fullscreenOffsets = false; // current screen is displayed with fullscreen behavior.
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bool ForcedScale = false;
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bool CompleteBorder = false;
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int BaseRelTop;
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int BaseSBarHorizontalResolution;
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int BaseSBarVerticalResolution;
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int BaseHUDHorizontalResolution;
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int BaseHUDVerticalResolution;
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void BeginStatusBar(int resW, int resH, int relTop, bool forceScaled = false);
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void BeginHUD(int resW, int resH, double Alpha, bool forceScaled = false);
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void SetSize(int reltop = 32, int hres = 320, int vres = 200, int hhres = -1, int hvres = -1);
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virtual DVector2 GetHUDScale() const;
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virtual uint32_t GetTranslation() const { return 0; }
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void SetDrawSize(int reltop, int hres, int vres);
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virtual void SetScale();
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void ValidateResolution(int& hres, int& vres) const;
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void StatusbarToRealCoords(double& x, double& y, double& w, double& h) const;
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void DrawGraphic(FGameTexture* texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, ERenderStyle style = STYLE_Translucent, PalEntry color = 0xffffffff, int translation = 0, double clipwidth = -1.0);
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void DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, ERenderStyle style = STYLE_Translucent, PalEntry color = 0xffffffff, int translation = 0, double clipwidth = -1.0);
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void DrawRotated(FTextureID texture, double x, double y, int flags, double angle, double Alpha, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, ERenderStyle style = STYLE_Translucent);
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void DrawRotated(FGameTexture* tex, double x, double y, int flags, double angle, double Alpha, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, ERenderStyle style = STYLE_Translucent);
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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, int pt, int style);
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void TransformRect(double& x, double& y, double& w, double& h, int flags = 0);
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void Fill(PalEntry color, double x, double y, double w, double h, int flags = 0);
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void SetClipRect(double x, double y, double w, double h, int flags = 0);
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}; |