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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_RR | GAMEFLAG_SW ) ;
bool pulse = g_gameType & ( GAMEFLAG_DUKE | GAMEFLAG_NAM | GAMEFLAG_WW2GI | GAMEFLAG_RR ) ;
unsigned topline = g_gameType & GAMEFLAG_BLOOD ? 0 : Text . Size ( ) - 1 ;
FFont * font = g_gameType & GAMEFLAG_BLOOD ? SmallFont2 : SmallFont ;
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int line = ( g_gameType & GAMEFLAG_BLOOD ) ? Top : ( g_gameType & GAMEFLAG_SW ) ? 40 : ( g_gameType & ( GAMEFLAG_WH | GAMEFLAG_WH2 ) ) ? 18 : font - > GetDisplacement ( ) ;
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bool canskip = ( g_gameType & GAMEFLAG_BLOOD ) ;
double scale = 1 / ( NotifyFontScale * con_notifyscale ) ;
int lineadv = font - > GetHeight ( ) / NotifyFontScale ;
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int textleft = ( g_gameType & ( GAMEFLAG_WH | GAMEFLAG_WH2 ) ) ? 18 : 0 ;
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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 = g_gameType & GAMEFLAG_BLOOD ? ( ( j < NOTIFYFADETIME ) ? 1. * j / NOTIFYFADETIME : 1 ) : 1 ;
if ( pulse )
{
alpha * = 0.7 + 0.3 * sin ( I_msTime ( ) / 100. ) ;
}
if ( ! center )
{
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DrawText ( twod , font , CR_UNTRANSLATED , textleft , line , notify . Text ,
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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 ( ! ( g_gameType & GAMEFLAG_BLOOD ) ) 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 / ( * con_notifyscale ) ;
int line = Top + font - > GetDisplacement ( ) / nfscale ;
int 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 ) ;
}