//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include "v_font.h" #include "duke3d.h" #include "v_draw.h" #include "texturemanager.h" #include "mapinfo.h" #include "automap.h" BEGIN_DUKE_NS //========================================================================== // // 3D viewport size management // //========================================================================== void UpdateFrame() { auto tex = TexMan.FindGameTexture(isRRRA()? "RRRABORDER" : "BIGHOLE", ETextureType::Any); if (tex != nullptr && tex->isValid()) { // Backdrop. if (viewport3d.Top() > 0) { twod->AddFlatFill(0, 0, twod->GetWidth(), viewport3d.Top(), tex, false, 1); } if (viewport3d.Bottom() < twod->GetHeight()) { twod->AddFlatFill(0, viewport3d.Bottom(), twod->GetWidth(), twod->GetHeight(), tex, false, 1); } if (viewport3d.Left() > 0) { twod->AddFlatFill(0, viewport3d.Top(), viewport3d.Left(), viewport3d.Bottom(), tex, false, 1); } if (viewport3d.Right() < twod->GetWidth()) { twod->AddFlatFill(viewport3d.Right(), viewport3d.Top(), twod->GetWidth(), viewport3d.Bottom(), tex, false, 1); } // Border. if (hud_size < Hud_Stbar) { auto vb = TexMan.FindGameTexture("VIEWBORDER", ETextureType::Any); auto ve = TexMan.FindGameTexture("VIEWEDGE", ETextureType::Any); int x1 = viewport3d.Left() - 4; int y1 = viewport3d.Top() - 4; int x2 = viewport3d.Right() + 4; int y2 = viewport3d.Bottom() + 4; twod->AddFlatFill(x1, y1, x2, y1 + 4, vb, 5); twod->AddFlatFill(x1, y2 - 4, x2, y2, vb, 6); twod->AddFlatFill(x1, y1, x1 + 4, y2, vb, 1); twod->AddFlatFill(x2 - 4, y1, x2, y2, vb, 3); twod->AddFlatFill(x1, y1, x1 + 4, y1 + 4, ve, 1); twod->AddFlatFill(x2 - 4, y1, x2, y1 + 4, ve, 3); twod->AddFlatFill(x1, y2 - 4, x1 + 4, y2, ve, 2); twod->AddFlatFill(x2 - 4, y2 - 4, x2, y2, ve, 4); } } } void DrawStatusBar() { if (hud_size <= Hud_Stbar) { UpdateFrame(); } SummaryInfo info{}; Level.fillSummary(info); UpdateStatusBar(&info); } //========================================================================== // // view sizing game interface // //========================================================================== void GameInterface::PlayHudSound() { S_PlaySound(isRR() ? 341 : THUD, CHAN_AUTO, CHANF_UI); } END_DUKE_NS