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- implemented 2D rotation and fixed offset calculation for drawing scaled sprites on the status bar.
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6 changed files with 108 additions and 42 deletions
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@ -39,6 +39,7 @@
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#include "v_draw.h"
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#include "v_video.h"
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#include "fcolormap.h"
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#include "printf.h"
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static F2DDrawer drawer;
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F2DDrawer* twod = &drawer;
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@ -401,10 +402,6 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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double xscale = parms.destwidth / parms.texwidth;
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double yscale = parms.destheight / parms.texheight;
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double x = parms.x - parms.left * xscale;
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double y = parms.y - parms.top * yscale;
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double w = parms.destwidth;
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double h = parms.destheight;
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double u1, v1, u2, v2;
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PalEntry vertexcolor;
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@ -433,8 +430,16 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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if (parms.flipY)
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std::swap(v1, v2);
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if (parms.rotateangle == 0)
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{
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double x = parms.x - parms.left * xscale;
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double y = parms.y - parms.top * yscale;
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double w = parms.destwidth;
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double h = parms.destheight;
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// This is crap. Only kept for backwards compatibility with scripts that may have used it.
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// Note that this only works for unflipped full textures.
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// Note that this only works for unflipped and unrotated full textures.
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if (parms.windowleft > 0 || parms.windowright < parms.texwidth)
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{
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double wi = std::min(parms.windowright, parms.texwidth);
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@ -465,6 +470,46 @@ void F2DDrawer::AddTexture(FGameTexture* img, DrawParms& parms)
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ptr->Set(x, y + h, 0, u1, v2, vertexcolor); ptr++;
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ptr->Set(x + w, y, 0, u2, v1, vertexcolor); ptr++;
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ptr->Set(x + w, y + h, 0, u2, v2, vertexcolor); ptr++;
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}
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else
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{
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double radang = parms.rotateangle * (pi::pi() / 180.);
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double cosang = cos(radang);
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double sinang = sin(radang);
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double xd1 = -parms.left;
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double yd1 = -parms.top;
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double xd2 = xd1 + parms.texwidth;
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double yd2 = yd1 + parms.texheight;
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double x1 = parms.x + xscale * (xd1 * cosang + yd1 * sinang);
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double y1 = parms.y - yscale * (xd1 * sinang - yd1 * cosang);
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double x2 = parms.x + xscale * (xd1 * cosang + yd2 * sinang);
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double y2 = parms.y - yscale * (xd1 * sinang - yd2 * cosang);
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double x3 = parms.x + xscale * (xd2 * cosang + yd1 * sinang);
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double y3 = parms.y - yscale * (xd2 * sinang - yd1 * cosang);
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double x4 = parms.x + xscale * (xd2 * cosang + yd2 * sinang);
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double y4 = parms.y - yscale * (xd2 * sinang - yd2 * cosang);
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Printf(PRINT_NOTIFY, "%f, %f\n", y2, y4);
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dg.mScissor[0] = parms.lclip;
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dg.mScissor[1] = parms.uclip;
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dg.mScissor[2] = parms.rclip;
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dg.mScissor[3] = parms.dclip;
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dg.mFlags |= DTF_Scissor;
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dg.mVertCount = 4;
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dg.mVertIndex = (int)mVertices.Reserve(4);
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TwoDVertex* ptr = &mVertices[dg.mVertIndex];
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ptr->Set(x1, y1, 0, u1, v1, vertexcolor); ptr++;
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ptr->Set(x2, y2, 0, u1, v2, vertexcolor); ptr++;
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ptr->Set(x3, y3, 0, u2, v1, vertexcolor); ptr++;
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ptr->Set(x4, y4, 0, u2, v2, vertexcolor); ptr++;
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}
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dg.mIndexIndex = mIndices.Size();
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dg.mIndexCount += 6;
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AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
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@ -636,6 +636,7 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
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parms->fsscalemode = -1;
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parms->patchscalex = parms->patchscaley = 1;
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parms->viewport = { 0,0,drawer->GetWidth(), drawer->GetHeight() };
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parms->rotateangle = 0;
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// Parse the tag list for attributes. (For floating point attributes,
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// consider that the C ABI dictates that all floats be promoted to
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@ -1069,6 +1070,12 @@ bool ParseDrawTextureTags(F2DDrawer *drawer, FGameTexture *img, double x, double
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case DTA_ViewportHeight:
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parms->viewport.height = ListGetInt(tags);
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break;
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case DTA_Rotate:
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assert(fortext == false);
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if (fortext) return false;
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parms->rotateangle = ListGetDouble(tags);
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break;
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}
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tag = ListGetInt(tags);
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}
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@ -103,6 +103,7 @@ enum
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DTA_CenterOffsetRel, // Apply texture offsets relative to center, instead of top left. This is standard alignment for Build's 2D content.
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DTA_TopLeft, // always align to top left. Added to have a boolean condition for this alignment.
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DTA_Pin, // Pin a non-widescreen image to the left/right edge of the screen.
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DTA_Rotate,
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};
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@ -172,6 +173,7 @@ struct DrawParms
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double srcx, srcy;
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double srcwidth, srcheight;
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double patchscalex, patchscaley;
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double rotateangle;
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IntRect viewport;
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};
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@ -405,16 +405,16 @@ void DBaseStatusBar::StatusbarToRealCoords(double &x, double &y, double &w, doub
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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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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, double rotate)
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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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DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, color, translation, rotate);
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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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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, double rotate)
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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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@ -466,19 +466,29 @@ void DBaseStatusBar::DrawGraphic(FGameTexture* tex, double x, double y, int flag
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y += drawOffset.Y;
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double xo = 0, yo = 0;
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if (flags & DI_ITEM_RELCENTER)
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{
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xo = tex->GetDisplayWidth() / 2 + tex->GetDisplayLeftOffset();
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yo = tex->GetDisplayHeight() / 2 + tex->GetDisplayTopOffset();
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}
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else
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{
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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_HCENTER: xo = tex->GetDisplayWidth() / 2; break;
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case DI_ITEM_RIGHT: xo = tex->GetDisplayWidth(); 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_VCENTER: yo = tex->GetDisplayHeight() / 2; break;
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case DI_ITEM_BOTTOM: yo = tex->GetDisplayHeight(); break;
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case DI_ITEM_VOFFSET: yo = tex->GetDisplayTopOffset(); break;
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}
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}
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//xo *= scaleX;
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//yo *= scaleY;
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if (!fullscreenOffsets)
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{
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@ -527,6 +537,7 @@ void DBaseStatusBar::DrawGraphic(FGameTexture* tex, double x, double y, int flag
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DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED),
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DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1,
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DTA_FlipX, !!(flags & DI_MIRROR),
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DTA_Rotate, rotate,
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TAG_DONE);
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}
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@ -177,8 +177,8 @@ public:
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DVector2 GetHUDScale() const;
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void NewGame ();
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void DrawGraphic(FGameTexture *texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 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, PalEntry color = 0xffffffff, int translation = 0);
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void DrawGraphic(FGameTexture *texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color = 0xffffffff, int translation = 0, double rotate = 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, PalEntry color = 0xffffffff, int translation = 0, double rotate = 0);
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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);
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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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@ -279,6 +279,7 @@ enum DI_Flags
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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_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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@ -346,8 +346,8 @@ public:
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}
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// Todo: These need rotation support which currently does not exist.
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DrawGraphic(tileGetTexture(GUTMETER), 257, top + 24, DI_ITEM_BOTTOM, 1, -1, -1, scale, scale, 0xffffffff, 0 /*, p->drunkang * 360. / 2048 */ );
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DrawGraphic(tileGetTexture(GUTMETER), 293, top + 24, DI_ITEM_BOTTOM, 1, -1, -1, scale, scale, 0xffffffff, 0 /*, p->eatang * 360. / 2048 */);
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DrawGraphic(tileGetTexture(GUTMETER), 256, top + 15, DI_ITEM_RELCENTER, 1, -1, -1, scale, scale, 0xffffffff, 0, p->drunkang * (-360. / 2048));
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DrawGraphic(tileGetTexture(GUTMETER), 292, top + 15, DI_ITEM_RELCENTER, 1, -1, -1, scale, scale, 0xffffffff, 0, p->eatang * (-360. / 2048));
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if (p->drink_amt >= 0 && p->drink_amt <= 30)
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{
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