raze/source/core/console/c_notifybuffer.cpp

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/*
** c_notifybuffer.cpp
** Implements the buffer for the notification message
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** Copyright 2005-2020 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 "c_console.h"
#include "vm.h"
#include "gamestate.h"
#include "c_cvars.h"
#include "v_video.h"
#include "i_time.h"
#include "printf.h"
#include "c_console.h"
#include "c_notifybufferbase.h"
#include "v_video.h"
#include "v_font.h"
#include "v_draw.h"
#include "gamecontrol.h"
#include "gstrings.h"
struct FNotifyBuffer : public FNotifyBufferBase
{
void DrawNative();
public:
void AddString(int printlevel, FString source) override;
void Draw() override;
};
static FNotifyBuffer NotifyStrings;
EXTERN_CVAR(Bool, hud_messages)
extern bool generic_ui;
CVAR(Float, con_notifytime, 3.f, CVAR_ARCHIVE)
CVAR(Bool, con_centernotify, false, CVAR_ARCHIVE)
CVAR(Bool, con_pulsetext, false, CVAR_ARCHIVE)
CVAR(Bool, con_notify_advanced, false, CVAR_ARCHIVE)
enum { NOTIFYFADETIME = 6 };
CUSTOM_CVAR(Int, con_notifylines, 4, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
{
NotifyStrings.Shift(self);
}
CUSTOM_CVAR(Float, con_notifyscale, 1, CVAR_ARCHIVE)
{
if (self < 0.36f) self = 0.36f;
if (self > 1) self = 1;
}
void FNotifyBuffer::AddString(int printlevel, FString source)
{
if (!(printlevel & PRINT_NOTIFY) && !con_notify_advanced) return;
if (hud_messages == 0 ||
screen == nullptr ||
source.IsEmpty() ||
gamestate == GS_FULLCONSOLE ||
gamestate == GS_MENUSCREEN ||
con_notifylines == 0)
return;
auto screenratio = ActiveRatio(screen->GetWidth(), screen->GetHeight());
FFont* font = generic_ui ? NewSmallFont : SmallFont ? SmallFont : AlternativeSmallFont;
if (font == nullptr) return; // Without an initialized font we cannot handle the message (this is for those which come here before the font system is ready.)
double fontscale = (generic_ui? 0.7 : NotifyFontScale) * con_notifyscale;
int width = int(320 * (screenratio / 1.333) / fontscale);
FNotifyBufferBase::AddString(printlevel & PRINT_TYPES, font, source, width, con_notifytime, con_notifylines);
}
void FNotifyBuffer::DrawNative()
{
// Native display is:
// * centered at the top and pulsing for Duke
// * centered shifted down and not pulsing for Shadow Warrior
// * top left for Exhumed
// * 4 lines with the tiny font for Blood. (same mechanic as the regular one, just a different font and scale.)
bool center = g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL | GAMEFLAG_SW);
bool pulse = g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_WW2GI | GAMEFLAG_RRALL);
unsigned topline = isBlood() ? 0 : Text.Size() - 1;
FFont* font = isBlood() ? SmallFont2 : SmallFont;
double line = isBlood() ? Top : (g_gameType & GAMEFLAG_SW) ? 40 : (g_gameType & GAMEFLAG_WHALL)? 18 : font->GetDisplacement();
bool canskip = isBlood();
double scale = 1 / (NotifyFontScale * con_notifyscale);
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double lineadv = font->GetHeight() / NotifyFontScale;
int textleft = (g_gameType & GAMEFLAG_WHALL) ? 18 : 0;
for (unsigned i = topline; i < Text.Size(); ++i)
{
FNotifyText& notify = Text[i];
if (notify.TimeOut == 0)
continue;
int j = notify.TimeOut - notify.Ticker;
if (j > 0)
{
double alpha = isBlood() ? ((j < NOTIFYFADETIME) ? 1. * j / NOTIFYFADETIME : 1) : 1;
if (pulse)
{
alpha *= 0.7 + 0.3 * sin(I_msTime() / 100.);
}
if (!center)
{
DrawText(twod, font, CR_UNTRANSLATED, textleft, line, notify.Text,
DTA_FullscreenScale, FSMode_ScaleToHeight,
DTA_VirtualWidthF, 320 * scale, DTA_VirtualHeightF, 200 * scale, DTA_KeepRatio, true,
DTA_Alpha, alpha, TAG_DONE);
}
else
{
DrawText(twod, font, CR_UNTRANSLATED, 160 * scale - font->StringWidth(notify.Text) / 2, line, notify.Text,
DTA_FullscreenScale, FSMode_ScaleToHeight,
DTA_VirtualWidthF, 320 * scale, DTA_VirtualHeightF, 200 * scale,
DTA_Alpha, alpha, TAG_DONE);
}
line += lineadv;
canskip = false;
}
else
{
notify.TimeOut = 0;
}
}
if (canskip)
{
Top = TopGoal;
}
}
static bool printNative()
{
// Blood originally uses its tiny font for the notify display which does not play along well with localization because it is too small, so for non-English switch to the text font.
if (con_notify_advanced) return false;
if (!isBlood()) return true;
auto p = GStrings["REQUIRED_CHARACTERS"];
if (p && *p) return false;
return true;
}
void FNotifyBuffer::Draw()
{
if (printNative())
{
DrawNative();
return;
}
bool center = (con_centernotify != 0.f);
int color;
bool canskip = true;
FFont* font = generic_ui ? NewSmallFont : SmallFont? SmallFont : AlternativeSmallFont;
double nfscale = (generic_ui? 0.7 : NotifyFontScale);
double scale = 1 / (nfscale * con_notifyscale);
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double line = Top + font->GetDisplacement() / nfscale;
double lineadv = font->GetHeight () / nfscale;
for (unsigned i = 0; i < Text.Size(); ++ i)
{
FNotifyText &notify = Text[i];
if (notify.TimeOut == 0)
continue;
int j = notify.TimeOut - notify.Ticker;
if (j > 0)
{
double alpha = (j < NOTIFYFADETIME) ? 1. * j / NOTIFYFADETIME : 1;
if (con_pulsetext)
{
alpha *= 0.7 + 0.3 * sin(I_msTime() / 100.);
}
if (notify.PrintLevel >= PRINTLEVELS)
color = CR_UNTRANSLATED;
else
color = PrintColors[notify.PrintLevel];
if (!center)
DrawText(twod, font, color, 0, line * NotifyFontScale, notify.Text,
DTA_FullscreenScale, FSMode_ScaleToHeight,
DTA_VirtualWidthF, 320. * scale,
DTA_VirtualHeightF, 200. * scale,
DTA_KeepRatio, true,
DTA_Alpha, alpha, TAG_DONE);
else
DrawText(twod, font, color, 160 * scale - font->StringWidth (notify.Text) / 2.,
line, notify.Text,
DTA_FullscreenScale, FSMode_ScaleToHeight,
DTA_VirtualWidthF, 320. * scale,
DTA_VirtualHeightF, 200. * scale,
DTA_Alpha, alpha, TAG_DONE);
line += lineadv;
canskip = false;
}
else
{
notify.TimeOut = 0;
}
}
if (canskip)
{
Top = TopGoal;
}
}
void SetConsoleNotifyBuffer()
{
C_SetNotifyBuffer(&NotifyStrings);
}
DEFINE_ACTION_FUNCTION(_Raze, GetMessageBottomY)
{
// todo: need to calculate proper bottom position of notify display, with scaling considered.
ACTION_RETURN_INT(con_centernotify? 0 : 40);
}