/* ** gamehud.cpp ** ** Management of HUD elements ** **--------------------------------------------------------------------------- ** Copyright 2019-2021 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 #include #include "gamehud.h" #include "textures.h" #include "palette.h" #include "gamecontrol.h" #include "v_2ddrawer.h" #include "v_video.h" #include "build.h" #include "v_draw.h" #include "v_font.h" #include "gamestruct.h" #include "gamefuncs.h" #include "texinfo.h" #include "buildtiles.h" F2DDrawer twodpsp; void hud_drawsprite(double sx, double sy, double sz, double a, FTextureID texid, int dashade, int dapalnum, int dastat, double alpha) { alpha *= (dastat & RS_TRANS1)? glblend[0].def[!!(dastat & RS_TRANS2)].alpha : 1.; int palid = TRANSLATION(Translation_Remap + curbasepal, dapalnum); auto tex = TexMan.GetGameTexture(texid, true); DrawTexture(&twodpsp, tex, sx, sy, DTA_ScaleX, sz, DTA_ScaleY, sz, DTA_Color, shadeToLight(dashade), DTA_TranslationIndex, palid, DTA_ViewportX, viewport3d.Left(), DTA_ViewportY, viewport3d.Top(), DTA_ViewportWidth, viewport3d.Width(), DTA_ViewportHeight, viewport3d.Height(), DTA_FullscreenScale, (dastat & RS_STRETCH)? FSMode_ScaleToScreen: FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_CenterOffsetRel, (dastat & (RS_TOPLEFT | RS_CENTER))? 0:2, DTA_TopLeft, !!(dastat & RS_TOPLEFT), DTA_CenterOffset, !!(dastat & RS_CENTER), DTA_FlipX, !!(dastat & RS_XFLIPHUD), DTA_FlipY, !!(dastat & RS_YFLIPHUD), DTA_Pin, (dastat & RS_ALIGN_R) ? 1 : (dastat & RS_ALIGN_L) ? -1 : 0, DTA_Rotate, a, DTA_FlipOffsets, !(dastat & (/*RS_TOPLEFT |*/ RS_CENTER)), DTA_Alpha, alpha, TAG_DONE); } void hud_drawsprite(double sx, double sy, double sz, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha) { hud_drawsprite(sx, sy, sz / 65536., a, tileGetTextureID(picnum), dashade, dapalnum, dastat, alpha); } //========================================================================== // // DFrameBuffer :: DrawRateStuff // // Draws the fps counter, dot ticker, and palette debug. // //========================================================================== EXTERN_CVAR(Bool, vid_fps) static FString statFPS() { static int32_t frameCount; static double lastFrameTime; static double cumulativeFrameDelay; static double lastFPS; FString output; double frameTime = I_msTimeF(); double frameDelay = frameTime - lastFrameTime; cumulativeFrameDelay += frameDelay; frameCount++; if (frameDelay >= 0) { output.AppendFormat("%5.1f fps", lastFPS); if (frameDelay < 10) output.AppendFormat(" "); output.AppendFormat(" (%.1f ms)\n", frameDelay); if (cumulativeFrameDelay >= 1000.0) { lastFPS = 1000. * frameCount / cumulativeFrameDelay; frameCount = 0; cumulativeFrameDelay = 0.0; } } lastFrameTime = frameTime; return output; } void DrawRateStuff() { // Draws frame time and cumulative fps if (vid_fps) { FString fpsbuff = statFPS(); int textScale = active_con_scale(twod); int rate_x = screen->GetWidth() / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]); twod->AddColorOnlyQuad(rate_x * textScale, 0, screen->GetWidth(), NewConsoleFont->GetHeight() * textScale, MAKEARGB(255, 0, 0, 0)); DrawText(twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char*)&fpsbuff[0], DTA_VirtualWidth, screen->GetWidth() / textScale, DTA_VirtualHeight, screen->GetHeight() / textScale, DTA_KeepRatio, true, TAG_DONE); } }