/* ** shared_sbar.cpp ** Base status bar implementation ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** Copyright 2017 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 "build.h" #include "templates.h" #include "statusbar.h" #include "c_cvars.h" #include "c_dispatch.h" #include "c_console.h" #include "v_video.h" #include "filesystem.h" #include "s_soundinternal.h" #include "serializer.h" #include "serialize_obj.h" #include "cmdlib.h" #include "vm.h" #include "gstrings.h" #include "utf8.h" #include "texturemanager.h" #include "cmdlib.h" #include "v_draw.h" #include "v_font.h" #include "v_draw.h" #include "gamecvars.h" #include "m_fixed.h" #include "gamecontrol.h" #include "gamestruct.h" #include "menu.h" #include "mapinfo.h" #include "../version.h" #define XHAIRSHRINKSIZE (1./18) #define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE) #define POWERUPICONSIZE 32 //IMPLEMENT_CLASS(DHUDFont, true, false); EXTERN_CVAR (Bool, am_showmonsters) EXTERN_CVAR (Bool, am_showsecrets) EXTERN_CVAR (Bool, am_showtime) EXTERN_CVAR (Bool, am_showtotaltime) EXTERN_CVAR (Bool, noisedebug) EXTERN_CVAR(Bool, vid_fps) EXTERN_CVAR(Bool, inter_subtitles) CVAR(Bool, log_vgafont, false, CVAR_ARCHIVE) DBaseStatusBar *StatusBar; extern int setblocks; FGameTexture *CrosshairImage; static int CrosshairNum; CVAR (Bool, crosshairon, true, CVAR_ARCHIVE); CVAR (Int, crosshair, 0, CVAR_ARCHIVE) CVAR (Bool, crosshairforce, false, CVAR_ARCHIVE) CVAR (Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE); CVAR (Int, crosshairhealth, 1, CVAR_ARCHIVE); CVAR (Float, crosshairscale, 1.0, CVAR_ARCHIVE); CVAR (Bool, crosshairgrow, false, CVAR_ARCHIVE); CVAR (Bool, idmypos, false, 0); //--------------------------------------------------------------------------- // // ST_Clear // //--------------------------------------------------------------------------- void ST_Clear() { if (StatusBar != NULL) { delete StatusBar; StatusBar = NULL; } CrosshairImage = NULL; CrosshairNum = 0; } //--------------------------------------------------------------------------- // // Constructor // //--------------------------------------------------------------------------- DBaseStatusBar::DBaseStatusBar () { CompleteBorder = false; Centering = false; FixedOrigin = false; CrosshairSize = 1.; Displacement = 0; ShowLog = false; SetSize(0); } static void ValidateResolution(int &hres, int &vres) { if (hres == 0) { static const int HORIZONTAL_RESOLUTION_DEFAULT = 320; hres = HORIZONTAL_RESOLUTION_DEFAULT; } if (vres == 0) { static const int VERTICAL_RESOLUTION_DEFAULT = 200; vres = VERTICAL_RESOLUTION_DEFAULT; } } void DBaseStatusBar::SetSize(int reltop, int hres, int vres, int hhres, int hvres) { ValidateResolution(hres, vres); BaseRelTop = reltop; BaseSBarHorizontalResolution = hres; BaseSBarVerticalResolution = vres; BaseHUDHorizontalResolution = hhres < 0? hres : hhres; BaseHUDVerticalResolution = hvres < 0? vres : hvres; SetDrawSize(reltop, hres, vres); } void DBaseStatusBar::SetDrawSize(int reltop, int hres, int vres) { ValidateResolution(hres, vres); RelTop = reltop; HorizontalResolution = hres; VerticalResolution = vres; SetScale(); // recalculate positioning info. } //--------------------------------------------------------------------------- // // PROC SetScaled // //--------------------------------------------------------------------------- void DBaseStatusBar::SetScale () { ValidateResolution(HorizontalResolution, VerticalResolution); double w = SCREENWIDTH; double h = SCREENHEIGHT; double refw, refh; int horz = HorizontalResolution; int vert = VerticalResolution; double refaspect = horz / double(vert); double screenaspect = w / double(h); if ((horz == 320 && vert == 200) || (horz == 640 && vert == 400)) { refaspect = 1.333; } if (screenaspect < refaspect) { refw = w; refh = w / refaspect; } else { refh = h; refw = h * refaspect; } refw *= hud_scale; refh *= hud_scale; int sby = VerticalResolution - RelTop; // Use full pixels for destination size. ST_X = xs_CRoundToInt((w - refw) / 2); ST_Y = xs_CRoundToInt(h - refh); SBarTop = Scale(sby, h, VerticalResolution); SBarScale.X = refw / horz; SBarScale.Y = refh / vert; } //--------------------------------------------------------------------------- // // PROC GetHUDScale // //--------------------------------------------------------------------------- DVector2 DBaseStatusBar::GetHUDScale() const { return SBarScale; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DBaseStatusBar::BeginStatusBar(int resW, int resH, int relTop) { SetDrawSize(relTop < 0? BaseRelTop : relTop, resW < 0? BaseSBarHorizontalResolution : resW, resH < 0? BaseSBarVerticalResolution : resH); fullscreenOffsets = false; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void DBaseStatusBar::BeginHUD(int resW, int resH, double Alpha) { SetDrawSize(RelTop, resW < 0? BaseHUDHorizontalResolution : resW, resH < 0? BaseHUDVerticalResolution : resH); this->Alpha = Alpha; CompleteBorder = false; fullscreenOffsets = true; } //--------------------------------------------------------------------------- // // PROC Tick // //--------------------------------------------------------------------------- void DBaseStatusBar::Tick () { } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::StatusbarToRealCoords(double &x, double &y, double &w, double &h) const { x = ST_X + x * SBarScale.X; y = ST_Y + y * SBarScale.Y; w *= SBarScale.X; h *= SBarScale.Y; } //============================================================================ // // draw stuff // //============================================================================ 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, ERenderStyle style) { if (!texture.isValid()) return; FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE)); DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, color, translation, rotate, style); } 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, ERenderStyle style) { double texwidth = tex->GetDisplayWidth() * scaleX; double texheight = tex->GetDisplayHeight() * scaleY; if (boxwidth > 0 || boxheight > 0) { if (!(flags & DI_FORCEFILL)) { double scale1 = 1., scale2 = 1.; if (boxwidth > 0 && (boxwidth < texwidth || (flags & DI_FORCESCALE))) { scale1 = boxwidth / texwidth; } if (boxheight != -1 && (boxheight < texheight || (flags & DI_FORCESCALE))) { scale2 = boxheight / texheight; } if (flags & DI_FORCESCALE) { if (boxwidth <= 0 || (boxheight > 0 && scale2 < scale1)) scale1 = scale2; } else scale1 = MIN(scale1, scale2); boxwidth = texwidth * scale1; boxheight = texheight * scale1; } } else { boxwidth = texwidth; boxheight = texheight; } // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } Alpha *= this->Alpha; if (Alpha <= 0) return; x += drawOffset.X; y += drawOffset.Y; double xo = 0, yo = 0; if (flags & DI_ITEM_RELCENTER) { xo = tex->GetDisplayWidth() / 2 + tex->GetDisplayLeftOffset(); yo = tex->GetDisplayHeight() / 2 + tex->GetDisplayTopOffset(); } else { switch (flags & DI_ITEM_HMASK) { case DI_ITEM_HCENTER: xo = tex->GetDisplayWidth() / 2; break; case DI_ITEM_RIGHT: xo = tex->GetDisplayWidth(); break; case DI_ITEM_HOFFSET: xo = tex->GetDisplayLeftOffset(); break; } switch (flags & DI_ITEM_VMASK) { case DI_ITEM_VCENTER: yo = tex->GetDisplayHeight() / 2; break; case DI_ITEM_BOTTOM: yo = tex->GetDisplayHeight(); break; case DI_ITEM_VOFFSET: yo = tex->GetDisplayTopOffset(); break; } } //xo *= scaleX; //yo *= scaleY; if (!fullscreenOffsets) { StatusbarToRealCoords(x, y, boxwidth, boxheight); } else { double orgx, orgy; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK|DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; DVector2 Scale = GetHUDScale(); x *= Scale.X; y *= Scale.Y; boxwidth *= Scale.X; boxheight *= Scale.Y; x += orgx; y += orgy; } // Now reapply the texture offsets. We will need them DrawTexture(twod, tex, x, y, DTA_TopOffsetF, yo, DTA_LeftOffsetF, xo, DTA_DestWidthF, boxwidth, DTA_DestHeightF, boxheight, DTA_Color, color, DTA_TranslationIndex, translation, // (flags & DI_TRANSLATABLE) ? GetTranslation() : 0, DTA_ColorOverlay, (flags & DI_DIM) ? MAKEARGB(170, 0, 0, 0) : 0, DTA_Alpha, Alpha, DTA_AlphaChannel, !!(flags & DI_ALPHAMAPPED), DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1, DTA_FlipX, !!(flags & DI_MIRROR), DTA_FlipY, !!(flags& DI_MIRRORY), DTA_Rotate, rotate, DTA_FlipOffsets, true, DTA_LegacyRenderStyle, style, TAG_DONE); } //============================================================================ // // draw a string // //============================================================================ void DBaseStatusBar::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) { bool monospaced = monospacing != EMonospacing::Off; double dx = 0; switch (flags & DI_TEXT_ALIGN) { default: break; case DI_TEXT_ALIGN_RIGHT: dx = monospaced ? static_cast ((spacing)*cstring.CharacterCount()) //monospaced, so just multiply the character size : static_cast (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())); break; case DI_TEXT_ALIGN_CENTER: dx = monospaced ? static_cast ((spacing)*cstring.CharacterCount()) / 2 //monospaced, so just multiply the character size : static_cast (font->StringWidth(cstring) + (spacing * cstring.CharacterCount())) / 2; break; } // Take text scale into account x -= dx * scaleX; const uint8_t* str = (const uint8_t*)cstring.GetChars(); const EColorRange boldTranslation = EColorRange(translation ? translation - 1 : NumTextColors - 1); int fontcolor = translation; double orgx = 0, orgy = 0; DVector2 Scale; if (fullscreenOffsets) { Scale = GetHUDScale(); shadowX *= (int)Scale.X; shadowY *= (int)Scale.Y; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; } else { Scale = { 1.,1. }; } int ch; while (ch = GetCharFromString(str), ch != '\0') { if (ch == ' ') { x += monospaced ? spacing : font->GetSpaceWidth() + spacing; continue; } else if (ch == TEXTCOLOR_ESCAPE) { EColorRange newColor = V_ParseFontColor(str, translation, boldTranslation); if (newColor != CR_UNDEFINED) fontcolor = newColor; continue; } int width; FGameTexture* c = font->GetChar(ch, fontcolor, &width); if (c == NULL) //missing character. { continue; } width += font->GetDefaultKerning(); if (!monospaced) //If we are monospaced lets use the offset x += (c->GetDisplayLeftOffset() + 1); //ignore x offsets since we adapt to character size double rx, ry, rw, rh; rx = x + drawOffset.X; ry = y + drawOffset.Y; rw = c->GetDisplayWidth(); rh = c->GetDisplayHeight(); if (monospacing == EMonospacing::CellCenter) rx += (spacing - rw) / 2; else if (monospacing == EMonospacing::CellRight) rx += (spacing - rw); if (!fullscreenOffsets) { StatusbarToRealCoords(rx, ry, rw, rh); } else { rx *= Scale.X; ry *= Scale.Y; rw *= Scale.X; rh *= Scale.Y; rx += orgx; ry += orgy; } // Apply text scale rw *= scaleX; rh *= scaleY; // This is not really such a great way to draw shadows because they can overlap with previously drawn characters. // This may have to be changed to draw the shadow text up front separately. if ((shadowX != 0 || shadowY != 0) && !(flags & DI_NOSHADOW)) { #if 0 // This doesn't work with the limited backend the engine currently uses. DrawChar(twod, font, CR_UNTRANSLATED, rx + shadowX, ry + shadowY, ch, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Alpha, (Alpha * 0.33), DTA_FillColor, 0, TAG_DONE); #endif } DrawChar(twod, font, fontcolor, rx, ry, ch, DTA_DestWidthF, rw, DTA_DestHeightF, rh, DTA_Alpha, Alpha, TAG_DONE); dx = monospaced ? spacing : width + spacing - (c->GetDisplayLeftOffset() + 1); // Take text scale into account x += dx * scaleX; } } void SBar_DrawString(DBaseStatusBar *self, DHUDFont *font, const FString &string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing, double scaleX, double scaleY) { //if (font == nullptr) ThrowAbortException(X_READ_NIL, nullptr); //if (!screen->HasBegun2D()) ThrowAbortException(X_OTHER, "Attempt to draw to screen outside a draw function"); // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } if (wrapwidth > 0) { auto brk = V_BreakLines(font->mFont, int(wrapwidth * scaleX), string, true); for (auto &line : brk) { self->DrawString(font->mFont, line.Text, x, y, flags, alpha, trans, font->mSpacing, font->mMonospacing, font->mShadowX, font->mShadowY, scaleX, scaleY); y += (font->mFont->GetHeight() + linespacing) * scaleY; } } else { self->DrawString(font->mFont, string, x, y, flags, alpha, trans, font->mSpacing, font->mMonospacing, font->mShadowX, font->mShadowY, scaleX, scaleY); } } //============================================================================ // // draw stuff // //============================================================================ void DBaseStatusBar::TransformRect(double &x, double &y, double &w, double &h, int flags) { // resolve auto-alignment before making any adjustments to the position values. if (!(flags & DI_SCREEN_MANUAL_ALIGN)) { if (x < 0) flags |= DI_SCREEN_RIGHT; else flags |= DI_SCREEN_LEFT; if (y < 0) flags |= DI_SCREEN_BOTTOM; else flags |= DI_SCREEN_TOP; } x += drawOffset.X; y += drawOffset.Y; if (!fullscreenOffsets) { StatusbarToRealCoords(x, y, w, h); } else { double orgx, orgy; switch (flags & DI_SCREEN_HMASK) { default: orgx = 0; break; case DI_SCREEN_HCENTER: orgx = screen->GetWidth() / 2; break; case DI_SCREEN_RIGHT: orgx = screen->GetWidth(); break; } switch (flags & DI_SCREEN_VMASK) { default: orgy = 0; break; case DI_SCREEN_VCENTER: orgy = screen->GetHeight() / 2; break; case DI_SCREEN_BOTTOM: orgy = screen->GetHeight(); break; } // move stuff in the top right corner a bit down if the fps counter is on. if ((flags & (DI_SCREEN_HMASK | DI_SCREEN_VMASK)) == DI_SCREEN_RIGHT_TOP && vid_fps) y += 10; DVector2 Scale = GetHUDScale(); x *= Scale.X; y *= Scale.Y; w *= Scale.X; h *= Scale.Y; x += orgx; y += orgy; } } static DObject *InitObject(PClass *type, int paramnum, VM_ARGS) { auto obj = type->CreateNew(); // Todo: init return obj; } //============================================================================ // // // //============================================================================ enum ENumFlags { FNF_WHENNOTZERO = 0x1, FNF_FILLZEROS = 0x2, }; void FormatNumber(int number, int minsize, int maxsize, int flags, const FString &prefix, FString *result) { static int maxvals[] = { 1, 9, 99, 999, 9999, 99999, 999999, 9999999, 99999999, 999999999 }; if (number == 0 && (flags & FNF_WHENNOTZERO)) { *result = ""; return; } if (maxsize > 0 && maxsize < 10) { number = clamp(number, -maxvals[maxsize - 1], maxvals[maxsize]); } FString &fmt = *result; if (minsize <= 1) fmt.Format("%s%d", prefix.GetChars(), number); else if (flags & FNF_FILLZEROS) fmt.Format("%s%0*d", prefix.GetChars(), minsize, number); else fmt.Format("%s%*d", prefix.GetChars(), minsize, number); } //============================================================================ // // // //============================================================================ void DBaseStatusBar::PrintLevelStats(FLevelStats &stats) { double y; double scale = stats.fontscale * hud_statscale; if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale; double spacing = stats.spacing * hud_statscale; if (stats.screenbottomspace < 0) { y = 200 - RelTop - spacing; } else { y = 200 - stats.screenbottomspace - spacing; } double y1, y2, y3; if (stats.maxsecrets > 0) // don't bother if there are no secrets. { y1 = y; y -= spacing; } if (stats.frags >= 0 || stats.maxkills != -1) { y2 = y; y -= spacing; } y3 = y; FString text; int black = 0x80000000; text.Format(TEXTCOLOR_ESCAPESTR "%cT: " TEXTCOLOR_ESCAPESTR "%c%d:%02d", stats.letterColor + 'A', stats.standardColor + 'A', stats.time / 60000, (stats.time % 60000) / 1000); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y3 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y3, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); text = ""; if (stats.frags > -1) text.Format(TEXTCOLOR_ESCAPESTR "%cF: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.frags); else if (stats.maxkills == -2) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d", stats.letterColor + 'A', stats.standardColor + 'A', stats.kills); else if (stats.maxkills != -1) text.Format(TEXTCOLOR_ESCAPESTR "%cK: " TEXTCOLOR_ESCAPESTR "%c%d/%d", stats.letterColor + 'A', stats.kills == stats.maxkills ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.kills, stats.maxkills); if (text.IsNotEmpty()) { DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale+scale, y2+scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y2, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); } if (stats.maxsecrets > 0) // don't bother if there are no secrets. { text.Format(TEXTCOLOR_ESCAPESTR "%cS: " TEXTCOLOR_ESCAPESTR "%c%d/%d", stats.letterColor + 'A', stats.secrets == stats.maxsecrets ? stats.completeColor + 'A' : stats.standardColor + 'A', stats.secrets, stats.maxsecrets); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale + scale, y1 + scale, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_LegacyRenderStyle, STYLE_TranslucentStencil, DTA_Color, black, TAG_DONE); DrawText(twod, stats.font, CR_UNTRANSLATED, 2 * hud_statscale, y1, text, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_KeepRatio, true, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); } } //============================================================================ // // // //============================================================================ void DBaseStatusBar::PrintAutomapInfo(FLevelStats& stats) { FString mapname; if (am_showlabel) mapname.Format(TEXTCOLOR_ESCAPESTR "%c%s: " TEXTCOLOR_ESCAPESTR "%c%s", stats.letterColor+'A', currentLevel->LabelName(), stats.standardColor+'A', currentLevel->DisplayName()); else mapname = currentLevel->DisplayName(); double y; double scale = stats.fontscale * (am_textfont? *hud_statscale : 1); // the tiny default font used by all games here cannot be scaled for readability purposes. if (stats.spacing <= 0) stats.spacing = stats.font->GetHeight() * stats.fontscale; double spacing = stats.spacing * (am_textfont ? *hud_statscale : 1); if (am_nameontop) { y = spacing + 1; } else if (stats.screenbottomspace < 0) { y = 200 - RelTop - spacing; } else { y = 200 - stats.screenbottomspace - spacing; } const auto &volname = gVolumeNames[volfromlevelnum(currentLevel->levelNumber)]; if (volname.IsEmpty() && am_nameontop) y = 1; DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, mapname, DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE); y -= spacing; if (!(currentLevel->flags & MI_USERMAP) && !(g_gameType & GAMEFLAG_PSEXHUMED) && volname.IsNotEmpty()) DrawText(twod, stats.font, stats.standardColor, 2 * hud_statscale, y, GStrings.localize(volname), DTA_FullscreenScale, FSMode_ScaleToHeight, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE); } //============================================================================ // // // //============================================================================ short DBaseStatusBar::CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading) { // Determine amount in clip. short clip_amount = ammo_remaining % clip_capacity; // Set current clip value to clip capacity if wrapped around to zero, otherwise use determined value. short clip_current = ammo_remaining != 0 && clip_amount == 0 ? clip_capacity : clip_amount; // Return current clip value if weapon has rounds or is not on a reload cycle. return ammo_remaining == 0 || (reloading && clip_amount == 0) ? 0 : clip_current; } //============================================================================ // // // //============================================================================ void setViewport(int viewSize) { int x0, y0, x1, y1; if (screen == nullptr) return; int xdim = screen->GetWidth(); int ydim = screen->GetHeight(); if (xdim == 0 || ydim == 0) return; auto reserved = gi->GetReservedScreenSpace(viewSize); reserved.top = xs_CRoundToInt((reserved.top * hud_scale * ydim) / 200); reserved.statusbar = xs_CRoundToInt((reserved.statusbar * hud_scale * ydim) / 200); int xdimcorrect = std::min(Scale(ydim, 4, 3), xdim); if (viewSize > Hud_Stbar) { x0 = 0; x1 = xdim - 1; y0 = reserved.top; y1 = ydim - 1; } else { x0 = 0; y0 = reserved.top; x1 = xdim - 1; y1 = ydim - 1 - reserved.statusbar; int height = y1 - y0; int frameheight = (height * (5 - viewSize) / 20); int framewidth = Scale(frameheight, xdim, y1+1); x0 += framewidth; x1 -= framewidth; y0 += frameheight; y1 -= frameheight; } videoSetViewableArea(x0, y0, x1, y1); }