/* ** sbar.h ** Base status bar definition ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** 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. **--------------------------------------------------------------------------- ** */ #ifndef __SBAR_H__ #define __SBAR_H__ #include "dobject.h" #include "v_text.h" #include "renderstyle.h" #include "base_sbar.h" struct FRemapTable; #if 0 enum EHudState { HUD_StatusBar, HUD_Fullscreen, HUD_None, HUD_AltHud // Used for passing through popups to the alt hud }; #endif enum EMonospacing : int; // Base Status Bar ---------------------------------------------------------- class FGameTexture; enum { HUDMSGLayer_OverHUD, HUDMSGLayer_UnderHUD, HUDMSGLayer_OverMap, NUM_HUDMSGLAYERS, HUDMSGLayer_Default = HUDMSGLayer_OverHUD, }; struct FLevelStats { int screenbottomspace; int time; // in milliseconds int frags; int kills, maxkills; // set maxkills to -1 to ignore, or to -2 to only print kills int secrets, maxsecrets, supersecrets; // set maxsecrets to -1 to ignore int spacing; // uses fontheight if 0 or less. EColorRange letterColor, standardColor, completeColor; double fontscale; FFont* font; }; //============================================================================ // // encapsulates all settings a HUD font may need // //============================================================================ class DBaseStatusBar : public DStatusBarCore { DECLARE_ABSTRACT_CLASS (DBaseStatusBar, DStatusBarCore) public: DBaseStatusBar (); virtual ~DBaseStatusBar() = default; // do not make this a DObject Serialize function because it's not used like one! //void SerializeMessages(FSerializer &arc); virtual void Tick (); void PrintLevelStats(FLevelStats& stats); void PrintAutomapInfo(FLevelStats& stats, bool forcetextfont = false); int GetTopOfStatusbar() const { return SBarTop; } short CalcMagazineAmount(short ammo_remaining, short clip_capacity, bool reloading); void Set43ClipRect(); virtual void UpdateStatusBar() = 0; private: DObject *AltHud = nullptr; public: bool Centering; bool FixedOrigin; private: }; extern DBaseStatusBar *StatusBar; // Status bar factories ----------------------------------------------------- // Crosshair stuff ---------------------------------------------------------- void ST_Clear(); extern FGameTexture *CrosshairImage; void SBar_DrawString(DStatusBarCore* self, DHUDFont* font, const FString& string, double x, double y, int flags, int trans, double alpha, int wrapwidth, int linespacing, double scaleX, double scaleY, int pt = 0, int style = STYLE_Translucent); void setViewport(int viewSize); struct MapRecord; void setLevelStarted(MapRecord *); void drawMapTitle(); class FSerializer; void SerializeHud(FSerializer &arc); extern int levelTextTime; #endif /* __SBAR_H__ */