- console cleanup.

The bulk of the console is now free of game dependencies.
This commit is contained in:
Christoph Oelckers 2020-10-25 12:47:07 +01:00
parent 8bfb0b1e20
commit 8d3585afe1
9 changed files with 490 additions and 364 deletions

View file

@ -806,6 +806,7 @@ set (PCH_SOURCES
core/gi.cpp
core/console/c_console.cpp
core/console/c_notifybuffer.cpp
core/console/d_event.cpp
common/audio/sound/i_sound.cpp
@ -878,6 +879,7 @@ set (PCH_SOURCES
common/console/c_cvars.cpp
common/console/c_dispatch.cpp
common/console/c_commandbuffer.cpp
common/console/c_notifybufferbase.cpp
common/console/c_tabcomplete.cpp
common/console/c_expr.cpp
common/utility/engineerrors.cpp

View file

@ -58,7 +58,6 @@ extern constate_e ConsoleState;
void C_InitConsole (int width, int height, bool ingame);
void C_DeinitConsole ();
void C_InitConback();
void C_ClearMessages();
// Adjust the console for a new screen mode
void C_NewModeAdjust (void);
@ -76,9 +75,13 @@ void C_FullConsole (void);
void C_HideConsole (void);
void C_AdjustBottom (void);
void C_FlushDisplay (void);
class FNotifyBufferBase;
void C_SetNotifyBuffer(FNotifyBufferBase *nbb);
bool C_Responder (event_t *ev);
extern double NotifyFontScale;
void C_SetNotifyFontScale(double scale);
extern const char *console_bar;

View file

@ -0,0 +1,141 @@
/*
** c_notifybufferbase.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 "v_text.h"
#include "i_time.h"
#include "v_draw.h"
#include "c_notifybufferbase.h"
void FNotifyBufferBase::Shift(int maxlines)
{
if (maxlines >= 0 && Text.Size() > (unsigned)maxlines)
{
Text.Delete(0, Text.Size() - maxlines);
}
}
void FNotifyBufferBase::Clear()
{
Text.Clear();
}
void FNotifyBufferBase::AddString(int printlevel, FFont *printFont, const FString &source, int formatwidth, float keeptime, int maxlines)
{
if (printFont == nullptr) return; // Without an initialized font we cannot handle the message (this is for those which come here before the font system is ready.)
LineHeight = printFont->GetHeight();
TArray<FBrokenLines> lines;
if (AddType == APPENDLINE && Text.Size() > 0 && Text[Text.Size() - 1].PrintLevel == printlevel)
{
FString str = Text[Text.Size() - 1].Text + source;
lines = V_BreakLines (printFont, formatwidth, str);
}
else
{
lines = V_BreakLines (printFont, formatwidth, source);
if (AddType == APPENDLINE)
{
AddType = NEWLINE;
}
}
if (lines.Size() == 0)
return;
for (auto &line : lines)
{
FNotifyText newline;
newline.Text = line.Text;
newline.TimeOut = int(keeptime * GameTicRate);
newline.Ticker = 0;
newline.PrintLevel = printlevel;
if (AddType == NEWLINE || Text.Size() == 0)
{
if (maxlines > 0)
{
Shift(maxlines - 1);
}
Text.Push(newline);
}
else
{
Text[Text.Size() - 1] = newline;
}
AddType = NEWLINE;
}
switch (source[source.Len()-1])
{
case '\r': AddType = REPLACELINE; break;
case '\n': AddType = NEWLINE; break;
default: AddType = APPENDLINE; break;
}
TopGoal = 0;
}
void FNotifyBufferBase::Tick()
{
if (TopGoal > Top)
{
Top++;
}
else if (TopGoal < Top)
{
Top--;
}
// Remove lines from the beginning that have expired.
unsigned i;
for (i = 0; i < Text.Size(); ++i)
{
Text[i].Ticker++;
}
for (i = 0; i < Text.Size(); ++i)
{
if (Text[i].TimeOut != 0 && Text[i].TimeOut > Text[i].Ticker)
break;
}
if (i > 0)
{
Text.Delete(0, i);
Top += LineHeight;
}
}

View file

@ -0,0 +1,39 @@
#pragma once
#include "zstring.h"
#include "tarray.h"
class FFont;
struct FNotifyText
{
int TimeOut;
int Ticker;
int PrintLevel;
FString Text;
};
class FNotifyBufferBase
{
public:
virtual ~FNotifyBufferBase() = default;
virtual void AddString(int printlevel, FString source) = 0;
virtual void Shift(int maxlines);
virtual void Clear();
virtual void Tick();
virtual void Draw() = 0;
protected:
TArray<FNotifyText> Text;
int Top = 0;
int TopGoal = 0;
int LineHeight = 0;
enum { NEWLINE, APPENDLINE, REPLACELINE } AddType = NEWLINE;
void AddString(int printlevel, FFont *printFont, const FString &source, int formatwidth, float keeptime, int maxlines);
};

View file

@ -58,10 +58,10 @@ enum
PRINT_TEAMCHAT, // chat messages from a teammate
PRINT_LOG, // only to logfile
PRINT_BOLD = 200, // What Printf_Bold used
PRINT_TYPES = 1023, // Bitmask.
PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer
PRINT_NOLOG = 2048, // Flag - do not print to log file
PRINT_NOTIFY = 4096, // Flag - add to game-native notify display - messages without this only go to the generic notification buffer.
PRINT_TYPES = 1023, // Bitmask.
};
enum

View file

@ -52,58 +52,30 @@
#include "v_draw.h"
#include "v_font.h"
#include "printf.h"
#include "inputstate.h"
#include "i_time.h"
#include "gamecvars.h"
#include "i_system.h"
#include "s_soundinternal.h"
#include "engineerrors.h"
#include "gamecontrol.h"
#include "v_video.h"
#include "v_draw.h"
#include "g_input.h"
#include "razemenu.h"
#include "raze_music.h"
#include "gstrings.h"
#include "menustate.h"
#include "i_interface.h"
#include "vm.h"
#include "gi.h"
#include "texturemanager.h"
#include "v_draw.h"
#include "i_interface.h"
#include "v_video.h"
#include "i_system.h"
#include "menu.h"
#include "menustate.h"
#include "v_2ddrawer.h"
#include "c_notifybufferbase.h"
#include "g_input.h"
#include "c_commandbuffer.h"
#include "vm.h"
#define LEFTMARGIN 8
#define RIGHTMARGIN 8
#define BOTTOMARGIN 12
extern bool hud_toggled;
void D_ToggleHud();
CUSTOM_CVAR(Int, con_buffersize, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
// ensure a minimum size
if (self >= 0 && self < 128) self = 128;
}
FConsoleBuffer *conbuffer;
static FTextureID conback;
static uint32_t conshade;
static bool conline;
extern bool advancedemo;
extern FBaseCVar *CVars;
extern FConsoleCommand *Commands[FConsoleCommand::HASH_SIZE];
int ConWidth;
bool vidactive = false;
bool cursoron = false;
int ConBottom, ConScroll, RowAdjust;
uint64_t CursorTicker;
constate_e ConsoleState = c_up;
double NotifyFontScale = 1;
DEFINE_GLOBAL(NotifyFontScale)
@ -113,6 +85,24 @@ void C_SetNotifyFontScale(double scale)
NotifyFontScale = scale;
}
FConsoleBuffer *conbuffer;
static FTextureID conback;
static uint32_t conshade;
static bool conline;
extern int chatmodeon;
extern FBaseCVar *CVars;
extern FConsoleCommand *Commands[FConsoleCommand::HASH_SIZE];
int ConWidth;
bool vidactive = false;
bool cursoron = false;
int ConBottom, ConScroll, RowAdjust;
uint64_t CursorTicker;
constate_e ConsoleState = c_up;
static int TopLine, InsertLine;
static void ClearConsole ();
@ -135,17 +125,6 @@ static GameAtExit *ExitCmdList;
static char *work = NULL;
static int worklen = 0;
CVAR(Float, con_notifytime, 3.f, CVAR_ARCHIVE)
CUSTOM_CVAR(Float, con_notifyscale, 1, CVAR_ARCHIVE)
{
if (self < 0.36f) self = 0.36f;
if (self > 1) self = 1;
}
CVAR(Bool, con_centernotify, false, CVAR_ARCHIVE)
CVAR(Bool, con_notify_advanced, false, CVAR_ARCHIVE)
CVAR(Bool, con_pulsetext, false, CVAR_ARCHIVE)
CUSTOM_CVAR(Int, con_scale, 0, CVAR_ARCHIVE)
{
if (self < 0) self = 0;
@ -157,13 +136,16 @@ CUSTOM_CVAR(Float, con_alpha, 0.75f, CVAR_ARCHIVE)
if (self > 1.f) self = 1.f;
}
// Show developer messages if true.
CUSTOM_CVAR(Int, developer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
FScriptPosition::Developer = self;
}
// Command to run when Ctrl-D is pressed at start of line
CVAR(String, con_ctrl_d, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, developer, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
EXTERN_CVAR(Int, uiscale);
struct History
{
@ -176,42 +158,15 @@ struct History
static struct History *HistHead = NULL, *HistTail = NULL, *HistPos = NULL;
static int HistSize;
#define NUMNOTIFIES 4
#define NOTIFYFADETIME 6
static FNotifyBufferBase *NotifyStrings;
struct FNotifyText
void C_SetNotifyBuffer(FNotifyBufferBase* nbb)
{
int TimeOut;
int Ticker;
int PrintLevel;
FString Text;
};
struct FNotifyBuffer
{
public:
FNotifyBuffer();
void AddString(int printlevel, FString source);
void Shift(int maxlines);
void Clear() { Text.Clear(); }
void Tick();
void Draw();
void DrawNative();
private:
TArray<FNotifyText> Text;
int Top;
int TopGoal;
enum { NEWLINE, APPENDLINE, REPLACELINE } AddType;
};
static FNotifyBuffer NotifyStrings;
CUSTOM_CVAR(Int, con_notifylines, NUMNOTIFIES, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
{
NotifyStrings.Shift(self);
NotifyStrings = nbb;
}
int PrintColors[PRINTLEVELS+2] = { CR_UNTRANSLATED, CR_GOLD, CR_GRAY, CR_GREEN, CR_GREEN, CR_UNTRANSLATED };
static void setmsgcolor (int index, int color);
@ -262,7 +217,7 @@ void C_InitConback()
if (!conback.isValid())
{
conback = TexMan.GetTextureID (gameinfo.TitlePage, ETextureType::MiscPatch);
conback.SetInvalid();
conshade = MAKEARGB(175,0,0,0);
conline = true;
}
@ -421,90 +376,6 @@ static void setmsgcolor (int index, int color)
PrintColors[index] = color;
}
FNotifyBuffer::FNotifyBuffer()
{
Top = TopGoal = 0;
AddType = NEWLINE;
}
void FNotifyBuffer::Shift(int maxlines)
{
if (maxlines >= 0 && Text.Size() > (unsigned)maxlines)
{
Text.Delete(0, Text.Size() - maxlines);
}
}
void FNotifyBuffer::AddString(int printlevel, FString source)
{
TArray<FBrokenLines> lines;
int width;
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;
width = int(320 * (screenratio / 1.333) / fontscale);
if (AddType == APPENDLINE && Text.Size() > 0 && Text[Text.Size() - 1].PrintLevel == printlevel)
{
FString str = Text[Text.Size() - 1].Text + source;
lines = V_BreakLines (font, width, str);
}
else
{
lines = V_BreakLines (font, width, source);
if (AddType == APPENDLINE)
{
AddType = NEWLINE;
}
}
if (lines.Size() == 0)
return;
for (auto &line : lines)
{
FNotifyText newline;
newline.Text = line.Text;
newline.TimeOut = int(con_notifytime * GameTicRate);
newline.Ticker = 0;
newline.PrintLevel = printlevel;
if (AddType == NEWLINE || Text.Size() == 0)
{
if (con_notifylines > 0)
{
Shift(con_notifylines - 1);
}
Text.Push(newline);
}
else
{
Text[Text.Size() - 1] = newline;
}
AddType = NEWLINE;
}
switch (source[source.Len()-1])
{
case '\r': AddType = REPLACELINE; break;
case '\n': AddType = NEWLINE; break;
default: AddType = APPENDLINE; break;
}
TopGoal = 0;
}
void AddToConsole (int printlevel, const char *text)
{
@ -573,12 +444,9 @@ int PrintString (int iprintlevel, const char *outline)
I_PrintStr(outline);
conbuffer->AddText(printlevel, outline);
if (!(iprintlevel & PRINT_NONOTIFY))
if (vidactive && screen && !(iprintlevel & PRINT_NONOTIFY) && NotifyStrings)
{
if (screen && vidactive && ((iprintlevel & PRINT_NOTIFY) || con_notify_advanced))
{
NotifyStrings.AddString(printlevel, outline);
}
NotifyStrings->AddString(iprintlevel, outline);
}
}
if (Logfile != nullptr && !(iprintlevel & PRINT_NOLOG))
@ -590,11 +458,6 @@ int PrintString (int iprintlevel, const char *outline)
return 0; // Don't waste time on calculating this if nothing at all was printed...
}
void C_ClearMessages()
{
NotifyStrings.Clear();
}
int VPrintf (int printlevel, const char *format, va_list parms)
{
FString outline;
@ -646,7 +509,7 @@ int DPrintf (int level, const char *format, ...)
void C_FlushDisplay ()
{
NotifyStrings.Clear();
if (NotifyStrings) NotifyStrings->Clear();
}
void C_AdjustBottom ()
@ -701,183 +564,7 @@ void C_Ticker()
}
lasttic = consoletic;
NotifyStrings.Tick();
}
void FNotifyBuffer::Tick()
{
if (TopGoal > Top)
{
Top++;
}
else if (TopGoal < Top)
{
Top--;
}
// Remove lines from the beginning that have expired.
unsigned i;
for (i = 0; i < Text.Size(); ++i)
{
Text[i].Ticker++;
}
for (i = 0; i < Text.Size(); ++i)
{
if (Text[i].TimeOut != 0 && Text[i].TimeOut > Text[i].Ticker)
break;
}
if (i > 0)
{
Text.Delete(0, i);
FFont* font = generic_ui ? NewSmallFont : SmallFont ? SmallFont : AlternativeSmallFont;
Top += font->GetHeight() / NotifyFontScale;
}
}
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;
int line = (g_gameType & GAMEFLAG_BLOOD)? Top : (g_gameType & GAMEFLAG_SW) ? 40 : font->GetDisplacement();
bool canskip = (g_gameType & GAMEFLAG_BLOOD);
double scale = 1 / (NotifyFontScale * con_notifyscale);
int lineadv = font->GetHeight() / NotifyFontScale;
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)
{
DrawText(twod, font, CR_UNTRANSLATED, 0, 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
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 (gamestate == GS_FULLCONSOLE || gamestate == GS_MENUSCREEN)
return;
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;
}
if (NotifyStrings) NotifyStrings->Tick();
}
void C_DrawConsole ()
@ -901,9 +588,10 @@ void C_DrawConsole ()
oldbottom = ConBottom;
if (ConsoleState == c_up && gamestate != GS_INTRO && gamestate != GS_INTERMISSION)
if (ConsoleState == c_up && gamestate != GS_INTRO && gamestate != GS_INTERMISSION &&
gamestate != GS_FULLCONSOLE && gamestate != GS_MENUSCREEN)
{
NotifyStrings.Draw();
if (NotifyStrings) NotifyStrings->Draw();
return;
}
else if (ConBottom)
@ -912,7 +600,7 @@ void C_DrawConsole ()
visheight = ConBottom;
if (conback.isValid())
if (conback.isValid() && gamestate != GS_FULLCONSOLE)
{
DrawTexture (twod, TexMan.GetGameTexture(conback), 0, visheight - screen->GetHeight(),
DTA_DestWidth, twod->GetWidth(),
@ -927,6 +615,7 @@ void C_DrawConsole ()
PalEntry pe((uint8_t)(con_alpha * 255), 0, 0, 0);
twod->AddColorOnlyQuad(0, 0, screen->GetWidth(), visheight, pe);
}
if (conline && visheight < screen->GetHeight())
{
twod->AddColorOnlyQuad(0, visheight, screen->GetWidth(), 1, 0xff000000);

View file

@ -0,0 +1,250 @@
/*
** 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;
int line = (g_gameType & GAMEFLAG_BLOOD)? Top : (g_gameType & GAMEFLAG_SW) ? 40 : font->GetDisplacement();
bool canskip = (g_gameType & GAMEFLAG_BLOOD);
double scale = 1 / (NotifyFontScale * con_notifyscale);
int lineadv = font->GetHeight() / NotifyFontScale;
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)
{
DrawText(twod, font, CR_UNTRANSLATED, 0, 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 (!(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);
}

View file

@ -129,6 +129,7 @@ void S_ParseSndInfo();
void I_DetectOS(void);
void LoadScripts();
void MainLoop();
void SetConsoleNotifyBuffer();
bool AppActive = true;
@ -495,6 +496,7 @@ int GameMain()
{
int r;
SetConsoleNotifyBuffer();
sysCallbacks =
{
System_WantGuiCapture,

View file

@ -145,7 +145,7 @@ static void GameTicker()
switch (ga)
{
case ga_autoloadgame:
C_ClearMessages();
C_FlushDisplay();
if (BackupSaveGame.IsNotEmpty() && cl_resumesavegame)
{
DoLoadGame(BackupSaveGame);
@ -191,7 +191,7 @@ static void GameTicker()
newGameStarted = true;
FX_SetReverb(0);
gi->FreeLevelData();
C_ClearMessages();
C_FlushDisplay();
gameaction = ga_level;
BackupSaveGame = "";
gi->NewGame(g_nextmap, g_nextskill);